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Re: Imperator Romanorum!
Posted: Tue May 12, 2015 3:14 pm
by Hanny
All free, and this was for the original Med Tot war,
http://www.twcenter.net/forums/forumdis ... -Total-War for downloading it, and here are some of its sounds
https://www.youtube.com/watch?v=e89pPKPyKCI
Re: Imperator Romanorum!
Posted: Wed May 13, 2015 6:56 am
by captainjack
BiteNibbleChomp wrote:Defense will then be around 18 (compared to their normal 11), and attack half of what it normally is.
Sounds a good plan.
Also, that's one mean looking Diplomat - I reckon he could take out a few units just by staring at them!
Re: Imperator Romanorum!
Posted: Wed May 13, 2015 9:23 am
by BiteNibbleChomp
Remember that the diplomat has his very own part of the map to conquer. Maybe I should give him insane stats because he won't be fighting? (100 Soft Attack, 500 Hard Attack, 1000000 GD?

)
- BNC
Re: Imperator Romanorum!
Posted: Wed May 13, 2015 3:12 pm
by asuser
In the meantime I made diplomat or province leader with the size of Akkulas icons for Roman and Egypt areas:

- RomLeader.png (26.7 KiB) Viewed 7672 times

- EgypLeader.png (20.43 KiB) Viewed 7672 times
For the fighting troops here comes Greek javelin fighter:

- GreekJav.png (42.27 KiB) Viewed 7666 times
All the right size?
Bite, do you loaded the sound and animation files from Total War Center (Link from Hanny)? I can't, descricption and the right way to that place is a little bit confusing for me.
Nevertheless, do you need still more icons with troops for your new mod, then I will make more of them. Ok?
Re: Imperator Romanorum!
Posted: Wed May 13, 2015 8:54 pm
by Akkula
Great units!!
My contribution, Roman Javelin Thrower:

Re: Imperator Romanorum!
Posted: Thu May 14, 2015 6:17 am
by BiteNibbleChomp
asuser wrote:In the meantime I made diplomat or province leader with the size of Akkulas icons for Roman and Egypt areas:
[attachment=1}RomLeader.png{/attachment]
[attachment=2}EgypLeader.png{/attachment}
For the fighting troops here comes Greek javelin fighter:
[attachment=0}GreekJav.png{/attachment}
Great Work! The province leader guy can probably become the settler unit (though I don't have any clue what I'll do with the Egyptian one!). And the Greek Javelin Thrower actually makes a better Light Infantry than Akkula's one (sorry Akkula

).
Akkula wrote:Great units!!
My contribution, Roman Javelin Thrower:
Seeing as the Greek Javelin Thrower is now reclassed as a spearman, this guy is great for a proper Javelin Thrower!
asuser wrote:
All the right size?
Bite, do you loaded the sound and animation files from Total War Center (Link from Hanny)? I can't, descricption and the right way to that place is a little bit confusing for me.
Nevertheless, do you need still more icons with troops for your new mod, then I will make more of them. Ok?
Your sizing is fine, as long as it fits in with everything else (and by the looks of things it does!)
At this stage I haven't had much time to download the TWC stuff, that will probably be tried sometime next week.
As for the additional units, if I haven't got a use for them yet I will always try to find one - so make whatever guys you please. I only require one more (that being a Heavy Infantry), as well as a bunch of minor edits to make the various graphics suit other nations (Rome isn't the only one on the map yet!)
- BNC
Re: Imperator Romanorum!
Posted: Thu May 14, 2015 9:06 am
by asuser
Thank you for feedback. Akkula, don't be unhappy...we can't get enough icons for that theme. ..
Bite, in your very first post you wrote about six nations, Egypt inclusive. Therefore I made also the Egypt leader and I wanted to make also Egypt fighting troops. It's not necessary?
I thought, that the player of your new mod can choose one of the six nations to conquer Europe? Possible game target. ..
Planned: Town parts, province leaders, troops (light/heavy), ships ... merchant goods for all of these nations, Ok?
Re: Imperator Romanorum!
Posted: Thu May 14, 2015 9:30 am
by BiteNibbleChomp
asuser wrote:Thank you for feedback. Akkula, don't be unhappy...we can't get enough icons for that theme. ..
Bite, in your very first post you wrote about six nations, Egypt inclusive. Therefore I made also the Egypt leader and I wanted to make also Egypt fighting troops. It's not necessary?
I thought, that the player of your new mod can choose one of the six nations to conquer Europe? Possible game target. ..
Planned: Town parts, province leaders, troops (light/heavy), ships ... merchant goods for all of these nations, Ok?
There are 6 'major powers' in the game, but only one (Rome) is playable at this stage. I will certainly consider adding the others later on (particularly Carthage).
The 'leaders' are going to be used as settlers - the units that build (switch) the town units that are necessary for your empire's growth. But Egypt, Carthage etc. (when played by the AI) aren't smart enough to build towns in sensible places - and to stop a flood of guys entering Rome in ~270 BC, their armies and other stuff (except for diplomats + immobile towns) won't be present on the map until a war is declared against them or an event fires. The provinces that they control will be neutral and therefore unenterable as well as long as they are a major power at peace (so 'barbarian' provinces such as Gaul, Dacia, Parthia in the late game, will always be accessable.
Two decisions allow the Iceni (Britannics) and Suebi (Germans) to be elevated to major power status so that you can be safe from raids by them. These will probably be activated once Gaul has fallen.
Most of the units you have proposed will have little use in the mod (I don't want excessive detail in landmarks and civilians - they will end up just clogging up a fairly crowded map), but I won't stop you from making anything.
Anyway, if you want to make something more that will see a future in the mod, Merchant goods are quite a good idea. I am thinking that a version for both land movement and naval transport would be a good idea - that way Egyptian goods don't have to wander through all of Turkey and many other barbarous regions to get to Italy. Also, Pirate ships would make a good enemy for this trade system.
And finally, seeing as the air layer is not being used, why not use it for spies? Perhaps we could do with an agent unit or two that can sneak around the map revealing information about the enemy's plans?
- BNC
Re: Imperator Romanorum!
Posted: Thu May 14, 2015 9:35 pm
by Akkula
My revenge will be merciless.

Re: Imperator Romanorum!
Posted: Fri May 15, 2015 5:55 am
by captainjack
BiteNibbleChomp wrote:And finally, seeing as the air layer is not being used, why not use it for spies? Perhaps we could do with an agent unit or two that can sneak around the map revealing information about the enemy's plans?
I agree it's a shame to waste the air layer, and adding a spy unit that moves like a plane and has high spotting would be historically valid. The obvious unit with Anti spy capability would be Secret Police (or nosey neighbours). Your spy would probably need either a limited life or very low unit strength - hard to catch but easy to kill if you can get it.
Maybe you could have a plague unit with random patrol orders.....
Re: Imperator Romanorum!
Posted: Fri May 15, 2015 7:32 am
by BiteNibbleChomp
Akkula wrote:My revenge will be merciless.

You must have forgotten, I have the nuke unit! But let us settle this argument with more units!
captainjack wrote:BiteNibbleChomp wrote:And finally, seeing as the air layer is not being used, why not use it for spies? Perhaps we could do with an agent unit or two that can sneak around the map revealing information about the enemy's plans?
I agree it's a shame to waste the air layer, and adding a spy unit that moves like a plane and has high spotting would be historically valid. The obvious unit with Anti spy capability would be Secret Police (or nosey neighbours). Your spy would probably need either a limited life or very low unit strength - hard to catch but easy to kill if you can get it.
Maybe you could have a plague unit with random patrol orders.....
Police weren't created until the 19th century though!
I was going to kill off spies with random events (Your spy has been caught while sneaking into a top secret conference in Gallia!), though an anti-spy unit would also be helpful. Anti-spies (as I will call them until a better name presents itself) will also be 'air' units, and are far stronger than regular spies, but move very slowly and have only one sight. In comparison, a spy will have two or three moves (probably 100 fuel, and there are no airfields to replenish this at) and at least twice the sight radii of a legion.
Also, ammo is set at 5000 for every unit, making the need to resupply a unit go away completely (otherwise I would have to set all ammo to one - an archer can go through all his arrows in six months without trying very hard!). Fuel as well is infinite, except spies which will die after a while.
Plague units aren't that good an idea though - the only major plague I've heard of in Roman times (before the 5th century) occured around 160ad, which is a good hundred years out of the timeline. Plus, if Carthage is controlling the plague, once it finds one unit it will just go around killing all of them, potentially screwing you up as they will never attack themselves!
- BNC
Re: Imperator Romanorum!
Posted: Fri May 15, 2015 3:01 pm
by flakfernrohr
Are there going to be any Amazons? You know, the bare breasted ferocious female warriors?

Re: Imperator Romanorum!
Posted: Fri May 15, 2015 10:47 pm
by BiteNibbleChomp
flakfernrohr wrote:Are there going to be any Amazons? You know, the bare breasted ferocious female warriors?

I won't be including them as a separate unit - you can have the thought that they are serving within the Gallic light infantry. (I doubt 10,000 of them ever served as one unit)
- BNC
Re: Imperator Romanorum!
Posted: Sat May 16, 2015 3:55 am
by hs1611
BiteNibbleChomp wrote:flakfernrohr wrote:Are there going to be any Amazons? You know, the bare breasted ferocious female warriors?

I won't be including them as a separate unit - you can have the thought that they are serving within the Gallic light infantry. (I doubt 10,000 of them ever served as one unit)
- BNC
We don't care about that!!
"bare breasted female"??? We want pictures...
Re: Imperator Romanorum!
Posted: Sat May 16, 2015 4:34 am
by captainjack
Before the moderators tread on your ideas, can I ask that you position the shields on the very early Gauls to cover up their - ahem - tattoos?
Re: Imperator Romanorum!
Posted: Sat May 16, 2015 4:56 am
by BiteNibbleChomp
hs1611 wrote:
We don't care about that!!
You seem to be forgetting that I am the one that will be programming all of these units into the game. Therefore I will squash any ideas that I don't think should be there
Rather, let's discuss things that
are going to be in the mod.
- BNC
Re: Imperator Romanorum!
Posted: Tue May 26, 2015 7:24 am
by BiteNibbleChomp
BiteNibbleChomp wrote:
Rather, let's discuss things that
are going to be in the mod.
- BNC
By the looks of things you guys rather talk about nothing at all!
I will finish up with Pyrrhus soon so that we can move on to the Samnites and Etruscans. Still trying to work out if auxillary units can be purchased - is this possible anyone?
- BNC
Re: Imperator Romanorum!
Posted: Tue May 26, 2015 7:30 am
by BiteNibbleChomp
asuser wrote:Thank you for feedback. Akkula, don't be unhappy...we can't get enough icons for that theme. ..
Bite, in your very first post you wrote about six nations, Egypt inclusive. Therefore I made also the Egypt leader and I wanted to make also Egypt fighting troops. It's not necessary?
I thought, that the player of your new mod can choose one of the six nations to conquer Europe? Possible game target. ..
Planned: Town parts, province leaders, troops (light/heavy), ships ... merchant goods for all of these nations, Ok?
Go ahead with Egyptian ground units and generic merchant goods. But I'm focussing on Rome and the Itallic 'barbarians' at this stage, and then Carthage (trying to move through it in the order Rome killed people!)
- BNC
Re: Imperator Romanorum!
Posted: Tue May 26, 2015 6:03 pm
by bcnkor5
BiteNibbleChomp wrote:##############################
Progress Report:

All military actions up to 261 BC and date system until 261 BC currently under testing.

90% of Roman, Epirote, Punic and Etruscan units complete, all with 2d icons in game and 3d icons in my PC files

Still awaiting a Heavy Infantry (Swordsman) 3d icon.

Espionage system under consideration.

Map complete
##############################
For a while now I have been mentioning the fact that I have been working on a project other than WWI or the Mongols... I now reveal it to be 'Imperator Romanorum' - a mod focused on Ancient Rome!
Currently the mod is still in early stages as I have been doing other things as well as modding a lot more lately (mostly playing CK2!), but I thought it would be best if I announced the mod and then you guys have the opportunity to be part of this new idea!
Features I have decided upon:

Map is 100x75 hexes, covering most of Europe (except roughly one quarter will be covered in 'terra incognita' - unknown land)

Game starts in 280 BC with the Pyrrhic wars and will go on until 51 AD

A new decision system that will allow you to recognise nations as Great Powers, Reform the Republic and more...

Diplomacy including trade, peace and war with the other three current great powers.

Six Great Powers in total (Rome, Carthage, Egypt, the Seleucid Empire and potentially Suebia and the Iceni)

A province system. The map is divided into 23 provinces, each with a major town. Control of the town gives you effective control of the province.

Buildable towns that can be placed throughout your provinces (and outside of them if you wish to expand into barbarian regions)

An improved quest system similar to that found in the WWI grand map.

The ability to conquer regions that Rome never got to such as Caledonia, Suebia and Parthia (OK, attempted were made into all of these but none were successful

)
Of course, more will be revealed, and some screenshots will be shown as the mod gets closer to release.
###################
Possible ideas that could do with icons as well:

Merchant goods in both land and sea variants

Pirate ships

Spies (designed like an air unit but with a land unit appearance)
#################################
- BNC
Very good idea, and good work where is the download link
Re: Imperator Romanorum!
Posted: Tue May 26, 2015 8:40 pm
by BiteNibbleChomp
Its not finished yet... I'm just announcing what is being worked on so that people can contribute ideas.
I expect that release will be no earlier than October.
- BNC