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Re: Roman Mega Building
Posted: Sun Apr 18, 2021 6:12 pm
by godOfKings
Well if u can actually make the formation represent the real-war role properly in the game then y not?
Legionaries in-game individually r strong and move too fast to represent how a turtle formation worked in real war, and without turtle formation, roman siege offensive seems lacking, after all their shields were designed to represent the walls in a turtle formation slowly approaching the enemy city
Re: Roman Mega Building
Posted: Sun Apr 18, 2021 6:21 pm
by L4cus
I got to fix it with spells in aod, having already done the pike formation, and line and square formation are coming soon...so it is possible to represent that kind of formations without adding a unit for a formation representation...
Well everything is up to endru...u know
Re: Roman Mega Building
Posted: Mon Apr 19, 2021 7:26 am
by DreJaDe
I tried to follow the outline of the reference but it's kinda really hard.
Do I have to do a building inside? I think it's ok like this.
Re: Roman Mega Building
Posted: Mon Apr 19, 2021 7:47 am
by godOfKings
U can remove the rear walls and place some big buildings instead? Make it that walls go behind the buildings so cant b seen
Re: Roman Mega Building
Posted: Mon Apr 19, 2021 7:51 am
by DreJaDe
godOfKings wrote: ↑Mon Apr 19, 2021 7:47 am
U can remove the rear walls and place some big buildings instead? Make it that walls go behind the buildings so cant b seen
Rear walls?
If you're talking about the buildings in the walls, I added it there because I need to add the elevator like things in the middle of walls.
I can still put buildings inside but im not sure if I can make it that it make sense.
I could also make it like the big castle ingame but I'm not sure if that is a good decision.
Re: Roman Mega Building
Posted: Mon Apr 19, 2021 10:54 am
by DreJaDe
Updated it
Added some buildings
Re: Roman Mega Building
Posted: Mon Apr 19, 2021 11:27 am
by L4cus
i think it is fine
we just need the building-in-process to implement it (maybe i am being too opthymistic)
i think stats should be
name: roman fortress
cost 20-14 (pre-after ambidextria)
hp 650
attack 7 (burning arma)
range 6
armor3
pierce armour 10
speed 0
sight 7
mending rate 10
Re: Roman Mega Building
Posted: Mon Apr 19, 2021 9:53 pm
by Endru1241
Just tried something else.
Fitted two garrisons inside.
Re: Roman Mega Building
Posted: Mon Apr 19, 2021 11:40 pm
by L4cus
what else is needed to get this implemented? what else will u implement for roman faction?
Re: Roman Mega Building
Posted: Mon Apr 19, 2021 11:49 pm
by Endru1241
Well, we need something special to be trainable/researchable there.
Additionally let's think which units from castle can also be trained here.
I really wish for some image for scorpio.
Construction images would be great too, but that is not strictly required.
Re: Roman Mega Building
Posted: Mon Apr 19, 2021 11:55 pm
by L4cus
i thought that, since rome had a good development in medicine we could include that tech and a new roman healer called "physician" (maybe 2 turns) i posted about some roman techs here
http://ageofstrategy.net/viewtopic.php? ... 399064ddf4
as i said, keeping production for this structure for only ancient units/techs would fit very nice...so no treb, no cannon, actually,, i think there is no unit/tech from castle that would fit a roman structure...
in addition, production of ancient ships would fit too, so roman structures are more viable and flexible
Re: Roman Mega Building
Posted: Tue Apr 20, 2021 12:00 am
by Endru1241
Camel units?
Mameluke may be seen as general arabic camel warrior, not strictly from Mamelukes.
Re: Roman Mega Building
Posted: Tue Apr 20, 2021 12:00 am
by DreJaDe
Endru1241 wrote: ↑Mon Apr 19, 2021 11:49 pm
Well, we need something special to be trainable/researchable there.
Additionally let's think which units from castle can also be trained here.
I really wish for some image for scorpio.
Construction images would be great too, but that is not strictly required.
Wasn't there the three roman units ingame that can be made as not just map editor units?
Re: Roman Mega Building
Posted: Tue Apr 20, 2021 12:03 am
by Endru1241
Byzantines?
Or Etruscian?
The former fit more as hellenic and the latter would rather be weaker/less useful than regular roman units.
Re: Roman Mega Building
Posted: Tue Apr 20, 2021 12:06 am
by Endru1241
Oh yeah and early roman three line units.
What I wrote about etruscian actually applies here more.
Re: Roman Mega Building
Posted: Tue Apr 20, 2021 12:07 am
by DreJaDe
Endru1241 wrote: ↑Tue Apr 20, 2021 12:03 am
Byzantines?
Or Etruscian?
The former fit more as hellenic and the latter would rather be weaker/less useful than regular roman units.
The famous
Princepes
Triari
Velites and
Hastati
But yeah, addition of later byzantine troops to romans would be good.
Re: Roman Mega Building
Posted: Tue Apr 20, 2021 12:07 am
by L4cus
Endru1241 wrote: ↑Tue Apr 20, 2021 12:00 am
Camel units?
Mameluke may be seen as general arabic camel warrior, not strictly from Mamelukes.
we have dromedarii
Endru1241 wrote: ↑Tue Apr 20, 2021 12:03 am
Byzantines?
Or Etruscian?
The former fit more as hellenic and the latter would rather be weaker/less useful than regular roman units.
i tihnk dre means the pre-marian reforms units (hastati, princeps, triarii,velites)
i think rome needs 2 turn unints (celts, nordic and primitive have 2 turn units)
Re: Roman Mega Building
Posted: Tue Apr 20, 2021 12:15 am
by L4cus
so i think we can get back to my idea of having "marian reforms" tech to unlock auxiliars and legioinaries (making them stronger too to balance the fact that they require a tech)
hastati: 2 turns, hp 12, attack 5,armor 0/1, speed 3, similar bonus of spearmen
princeps: 3 turns, hp 22, attack 8, armor 2/2, similar bonus of swordman, javelin ability
triarii: 4 turns, hp 22, attack 8, armor 3,2, low anti cav bonuses
Re: Roman Mega Building
Posted: Wed Jun 02, 2021 10:40 am
by DreJaDe
I think I made it too small so I'm going to make it bigger though more game like.
Re: Roman Mega Building
Posted: Wed Jun 02, 2021 1:20 pm
by Badnorth
Looks pretty good
Re: Roman Mega Building
Posted: Thu Jun 24, 2021 2:51 am
by DreJaDe
Don't know if it looks better but now I was able to make it more on the same as my reference.
Re: Roman Mega Building
Posted: Thu Jun 24, 2021 5:16 am
by Endru1241
Honestly - I think older image fits better.
Castra had very clear rules of construction and were quite big and wide.
Towers were only supposed to be extending over walls for shooting platform on regular intervals, but didn't have to be high.
Walls were very often only 1 story high, rarer two levels.
New image looks more medieval - higher and more compact, like a keep.
I am not sure if any castrum stativum had 3 story (8-9m+) high walls.
Re: Roman Mega Building
Posted: Thu Jun 24, 2021 6:22 am
by DreJaDe
For me though, I want it to appear bigger for the game because the other one just look too small.
Though of course I sacrificed the realism and the scaling for a more game like image.
The wall on the gate part on the new image isn't necessarily high like 2 story. I just noticed that the walls on the gate part is always higher that's why I tried to recreate it.
Re: Roman Mega Building
Posted: Thu Jun 24, 2021 7:01 am
by DreJaDe
Wait, that I noticed.
Why did I put some windows on the lower walls?
Removed it
Re: Roman Mega Building
Posted: Thu Jun 24, 2021 3:31 pm
by L4cus
i agree with endru, it looks m,edieval...
Re: Roman Mega Building
Posted: Thu Jun 24, 2021 3:33 pm
by L4cus
did u take this as reference?

Re: Roman Mega Building
Posted: Thu Jun 24, 2021 6:26 pm
by DreJaDe
L4cus wrote: ↑Thu Jun 24, 2021 3:33 pm
did u take this as reference?
No. I put most of the common things that I saw in different castra.
Like 2 gates. Low walls, high gate wall etc.
What if 3x3 unit?
96px
Re: Roman Mega Building
Posted: Thu Jun 24, 2021 11:39 pm
by Endru1241
Could be 96x96 image for 3x2 unit, but 3x3 size is too disadvantageous, I am afraid.
We don't have to keep scale in buildings (many of them are already not really scaled to each other properly).
More important is to somehow represent, be a symbol.
And fit to the rest with overall concept (e.g. perspective).
Looking good is secondary.
Re: Roman Mega Building
Posted: Fri Jun 25, 2021 12:06 am
by L4cus
agree, it has to resemble roman culture...
btw @Endru1241 what aobut pre marian reforms units?
Re: Roman Mega Building
Posted: Fri Jun 25, 2021 4:58 am
by Endru1241
As for hastati, princeps, triarii - I have been thinking about different stats - the ones written along with random production idea (not sure in which topic).
Mainly to not change legionaries too much (or none at all, depending on idea).
Little changes would have to be applied to update it, as I think 3 turn legionary unit is the way we should go.