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Messages - Alavaria

#1
Rome - Total Realism / Re: A New Map?
September 17, 2016, 09:24:06 AM
Well actual maps in the ancient world could be rather weird looking, right? I suppose one question is do most RTW/M2TW maps all look about the same for mods that cover large areas?
#2
Quote from: Mausolos of Caria on April 30, 2014, 07:47:44 PM
Yeah mercenaries were and thus should be really important. I can't see you disagreeing anywhere? :D It would be nice if we could make the units recruitable at the towns and for the factions I named ;)
Just having some fun.

Indeed, I can actually pinpoint any single settlement, so recruitment can be tightly restricted (Campanian Cavalry) or wide (Tarantine Cavalry, Cretans :)) as needed.
#3
Quote from: Mausolos of Caria on April 30, 2014, 04:25:54 PM
Aye, you mean like this? ;)

http://www.exilian.co.uk/forum/index.php?topic=2956.0
Cute, but no.
Quote from: Mausolos of Caria on April 30, 2014, 04:25:54 PM
At that point, we should also consider a general mercenary center, buildable for all factions (or at least those on the list, a port respectively a center then), which would only allow access to a restricted numbers of units (the most popular mercenaries, say for instance Rhodian slingers, Cretan Archers and Thracian Swordsmen), but could be constructed everywhere.
Rather more wordy, but yes.

It's possible to do it all, actually. Merc Centers (recruits local area mercs), merc port (recruits "popular" mercs from all over - requires port) and even have mercs that can only be recruited in specific areas. (No need for two different merc centers, you can use a single "merc center" that just has the special options only in the specific cities.

Carthage would probably have somewhat expanded options for merc centers and merc ports, can use the same building as other factions though.


Depending on the balancing of Allied (AOR) vs Citizen (Factional) units, it might be handy to have fast access to mercs, granted the building would be quick to build, but cost a lot of cash...
#4
Roman factional units added. Roman barracks currently has all the units available to rome in EDU currently.
#5
If there are merc units that historically were used in many areas, let me know (I think cretans for example appeared in a lot of places, not just around Crete).

I'm thinking of making a merc port (like expected for carthage) but a branching version such that other factions get perhaps more expensive merc port, with possibly a smaller selection than carthage does...
#6
RTR 0.5 Imperial Campaign / Re: Balla's Beta Reports
April 27, 2014, 05:17:00 PM
Yep, the camrillian ones were removed, as referenced in another thread.

But ahowl added more roman ones, I will be redoing the barracks and making those units recruitable
#7
Quote from: Ballacraine on April 26, 2014, 11:37:40 AM
No, I am on beam with what you are saying, it is just that I don't care for the earlier light troops.

I much prefer the velites.
So did the Romans.  ;D
#8
Hmm, will get this done.

I see... 20 Areas, and we'll need 15 Region hidden resources, so that's 35. Limit is 64, we have plenty if you want anything fancy :)
#9
If only we had some records detailing the five different finely shaded types of random Carthaginian fodder troops...
#10
RTR 0.5 Imperial Campaign / Re: Balla's Beta Reports
April 24, 2014, 08:01:45 PM
Quote from: Ballacraine on April 23, 2014, 06:53:41 PM
Looking at Rome itself:

We have both the Campus Martius & Legion Barracks in a seperate build slots.
Legion Barracks, Practice Range, Stabes etc etc are the vanilla RTW buildings.

We will be using a different barracks system than the RTW ones, and will probably remove those. For now they are there just to avoid CTD problems...
#11
AOR Areas 1->4 are done.
#12
RTR 0.5 Imperial Campaign / Re: Mercenaries
April 24, 2014, 01:07:32 AM
Quote from: Mausolos of Caria on March 01, 2014, 01:27:16 AM
I hope it's even possible that Carthage has access to different units in different cities, haha. And if we follow up on the idea that you can build new mercenary centers, we would need to decide which units should be available there.
Doable. That's EDB work, same like any AOR unit.

(We will be able to identify each settlement specifically)
#13
I note with some amusement that it's nice the roman get samnite spearsmean, campanian cavalry etc, instead of "italian mercenary spearmen", or "italian allied cavalry"

-----

I will put a textfile of index for regions and stuff in a folder (on svn) for anyone referring to it afterwards. Though an aor map would be handy, I don't know how to make one
#14
An interesting bit for the superfactions might be to talk about how different citystates (for example) were governed.

Did you still have all the different types? Tyrant, Oligarchs, Democracies etc
#15
I'll do that for you, I can edit the descr_strat and EDB for it, provided I can use SVN commit.

You basically have pairs, I've mentioned it elsewhere. So:

Latium has "area1" and "region1"
Campania has "area1" and "region2"

So Latin Infantry requires "area1" and requires "region1"
While Socii Troops requires "area1"

These are all hidden resources. So you have area1, area2,... area10. and then region1, region2,...region10

All settlements with the same "areaX" are roughly in the same area.

The "regionY" is just an indexing tool, the set of settlements with "region1" is a group of settlements at the top of each list of areas, it means nothing.


It seems you intend to have a class of Italian soldiers available all over Italy, with other troops restricted to single settlement recruitment only... interesting. Unless by "socii troops" you mean "these single settlement troops are socii" rather than "there are specific socii troops recruitable everywhere" if so then remove it please.

I'm guessing you have Latin Infantry then Socii Infantry (allies that use Roman-style panalopy), and then specific settlements have their specific "specialist" troops which are auxillary use (light infantry, horse, different skirmishers, etc)