OpenXcom Forum

Modding => Work In Progress => Topic started by: Mitra Lightbringer on June 22, 2020, 03:29:11 pm

Title: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on June 22, 2020, 03:29:11 pm
Oi, lasses and lads.
This is the first X-com mod I am working on, but I do have plenty of mod making experience, and even more with programing and 3d graphic in general. It will be, as the title say, Roman Era.
First version will hopefully have 2 paths and 2 human types of enemies.
Now, I have 2 questions:
1. Is there a way to limit where the base can be constructed, without outright removing America from the map?
2. Can I have soldier corpses as an item that can be recovered?
Title: Re: Roman Era Mod (just starting)
Post by: Meridian on June 22, 2020, 03:35:18 pm
1. Is there a way to limit where the base can be constructed, without outright removing America from the map?

No, but I can implement it for you... after I see some progress on your mod (just to see that you're serious about it and I don't waste my time).

2. Can I have soldier corpses as an item that can be recovered?

Yes.
Title: Re: Roman Era Mod (just starting)
Post by: wcho035 on June 22, 2020, 03:37:51 pm
Hi, I always wanting to do a similar mod as well, using wagons as craft where it carry your legions across the ancient world and tame the barbarian horde.

To answer your question, 1) you need a new globe, like how the ancient see their world at the time. Think of Poltemy geographica..

2) It is possible.

3) How about doing a mod of 16th to 17th century where you rule the wave as a pirate in the seven seas?  You have galleon battles in the sea and etc?
Title: Re: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on June 22, 2020, 06:03:39 pm
after I see some progress on your mod (just to see that you're serious about it and I don't waste my time).

Fair enough, I know how it is.

3) How about doing a mod of 16th to 17th century where you rule the wave as a pirate in the seven seas?  You have galleon battles in the sea and etc?

There is one mod with pirates already. Not 16 century, but still.
Although, my mod will feature some steampunk (late-game, and won't be implemented soon), so it may scratch your itch.
Title: Re: Roman Era Mod (just starting)
Post by: wcho035 on June 22, 2020, 07:04:01 pm
Fair enough, I know how it is.

There is one mod with pirates already. Not 16 century, but still.
Although, my mod will feature some steampunk (late-game, and won't be implemented soon), so it may scratch your itch.

I am not into cartoon porn thank you very much.
Title: Re: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on June 22, 2020, 08:21:05 pm
I am not into cartoon porn thank you very much.
I mean, your choice, but there is a censure sub-mod.
There will be pirates, at some point, in my mod, but as a terror attacks on coastal cities, that can be stopped down the line. But I doubt anything I make can compare to a god like Dioxine. I hope I don't disappoint you, though.
Title: Re: Roman Era Mod (just starting)
Post by: efrenespartano on June 22, 2020, 09:15:30 pm
Im hyped about your new project, Mitra Lightbringer. Cannot wait to see more of it!

Suggestions/ideas:

1.- Could we have some kind of ballistic weapons?

2.-What kind of enemies we will fight? Barbarians? Carthaginians?

3.- Could you include Zombies? On The Zombie Survival Guide by Max Brooks, there is a report of a battle between the Romans and the Zombies, where the Legion successfully defeated the undead.

 https://zombie.fandom.com/wiki/121_A.D.,_Fanum_Cocidi,_Caledonia_(Scotland)

4.- Time to conquer land in the name of Rome!

(https://uploads.tapatalk-cdn.com/20200622/74b8d83df162de4d8e5e13ecbb1ae618.jpg)(https://uploads.tapatalk-cdn.com/20200622/72f78361a7cb28f8c8dfe5539fcc63e6.jpg)
Title: Re: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on June 23, 2020, 10:14:30 am
1.- Could we have some kind of ballistic weapons?

2.-What kind of enemies we will fight? Barbarians? Carthaginians?

3.- Could you include Zombies? On The Zombie Survival Guide by Max Brooks, there is a report of a battle between the Romans and the Zombies, where the Legion successfully defeated the undead.

 https://zombie.fandom.com/wiki/121_A.D.,_Fanum_Cocidi,_Caledonia_(Scotland)

4.- Time to conquer land in the name of Rome!


1. Depends on your definition of ballistic weapons. I mean, does it get more ballistic than ballista(HWP) itself? On a serious note, you wont begin with anything more than a trusty (thrusty?) Gladius and couple of Pila.

2. Barbarians, yes, Carthaginians, no, way latter period, somewhere between Aurelian and Constantine. Aliens will be there, but you wont be intercepting them early game from horse-back, unfortunately. Human enemies will be German, Desert and Steppe tribes, everyone's favorite Persia, and, of course, other Romans. Damned Romans, they ruined Rome. Now, depending on your path, you might get a few of these of your back "diplomatically"

3. Undead of some kind, yes, but I'm not sure about the zombies themselves. Do you know how is the elite Persian infantry called?

4. Maybe we just let it burn. Probably not, though.
Title: Re: Roman Era Mod (just starting)
Post by: HT on June 23, 2020, 11:17:20 am
Well, this is an original idea indeed, if it works. I wonder how will interceptions work here.
Title: Re: Roman Era Mod (just starting)
Post by: Solarius Scorch on June 23, 2020, 12:20:42 pm
Luckily Piratez has Roman armour sprites already :)
Title: Re: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on June 23, 2020, 01:20:25 pm
Luckily Piratez has Roman armour sprites already :)
Piroman Empire >> Roman Emire. Also, wrong era of Rome.
Title: Re: Roman Era Mod (just starting)
Post by: efrenespartano on June 23, 2020, 02:54:59 pm
1. Depends on your definition of ballistic weapons. I mean, does it get more ballistic than ballista(HWP) itself? On a serious note, you wont begin with anything more than a trusty (thrusty?) Gladius and couple of Pila.

I cannot expect more than it for early game. :D Any ideas for the crafts available?

Quote
2. Barbarians, yes, Carthaginians, no, way latter period, somewhere between Aurelian and Constantine.

Oh, thank Jupiter. Hannibal is too OP.

Quote
Aliens will be there, but you wont be intercepting them early game from horse-back, unfortunately. Human enemies will be German, Desert and Steppe tribes, everyone's favorite Persia, and, of course, other Romans. Damned Romans, they ruined Rome. Now, depending on your path, you might get a few of these of your back "diplomatically"

Makes sense. Testudo formation will be enough for them.

Quote
3. Undead of some kind, yes, but I'm not sure about the zombies themselves. Do you know how is the elite Persian infantry called?

Ah, the Inmortals! Good, those guys were very dangerous!

Quote
4. Maybe we just let it burn. Probably not, though.

I bet a lot of Terror Missions will be on Rome. By Romans.

My father, a lawyer like me, always told me about Rome and it's awesome advances in laws. And he said that, if the Romans were as advanced on other sciences as they were on law, they could easily conquer Moon... I have some Moon maps, of you are interested hahahaha
Title: Re: Roman Era Mod (just starting)
Post by: wcho035 on June 23, 2020, 03:07:45 pm
If you are really serious on making this Roman mod. Don't include aliens or zombies.. it dilute the spirit of this mod. They have no place in an ancient historical mod.

As with interception, please read what I wrote prior.

You can have wagons as craft. Filled with soldier,

Please see screenshot 1, this is a pair of vehicle from the 40k mod. You can have a pair of Canvas cover wagons that move at human pace around the Roman World.

If you are going hybrid, the wagon can transform into ships on sea texture like this from the chronicle mod. See screenshot two,you can have roman legion boarding enemy ship with the corvus. You can easily change wagon to ship with mapscript in Aliendeployment.

That means you can only have two type of craft and ufo, Both Craft and Ufos are Wagon on land and Ship in sea. You can limit craft weapon to have pathetic interception and damage absorption but having almost unlimited range. Like For example, you can have 4 to 5 Wagon in a single craft map, filled with 80 Legionnaire and Cavalry and the opposing side is an enemy ufo that's another wagon cluster filled with Barbarian horde.

Bases, you probably need to redo all the maps into a surface base. Like a real Legion fortress with walls and etc.

As for matching Dioxine, you can, if you believe in yourself. God hood is just a Myth.
Title: Re: Roman Era Mod (just starting)
Post by: Nord on June 23, 2020, 03:24:54 pm
Oh, the timing...
X-Chronicles willl contain some roman-based units later, as advanced (but not top) enemy. You can wait for me to make sprites.
Or i can wait and stole them from you. E-he-he. 8)
Title: Re: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on June 23, 2020, 03:58:46 pm
If you are really serious on making this Roman mod. Don't include aliens or zombies.. it dilute the spirit of this mod. They have no place in an ancient historical mod.

As with interception, please read what I wrote prior.

You can have wagons as craft. Filled with soldier,

Please see screenshot 1, this is a pair of vehicle from the 40k mod. You can have a pair of Canvas cover wagons that move at human pace around the Roman World.

If you are going hybrid, the wagon can transform into ships on sea texture like this from the chronicle mod. See screenshot two,you can have roman legion boarding enemy ship with the corvus. You can easily change wagon to ship with mapscript in Aliendeployment.

That means you can only have two type of craft and ufo, Both Craft and Ufos are Wagon on land and Ship in sea. You can limit craft weapon to have pathetic interception and damage absorption but having almost unlimited range. Like For example, a Wagon can be 4 or 5, filled with 80 Legionnaire and Cavalry and the opposing side is another wagon with Barbarian horde.

Bases, you probably need to redo all the maps into a surface base. Like a real Legion fortress with walls and etc.

As for matching Dioxine, you can, if you believe in yourself. God hood is just a Myth.

I will try to make mod somewhat historical, but some mystical and technological elements need to be in it, as there will be no R&D without them, the very core of X-Com. Mid-game should contain some steam engine-based tech, with almost WWI tech in the end. Without at least a dripple of new toys, the game will get monotone very soon.

As for crafts, starting one will be marching camp, slow, and possibly a single scorpion/balista/onager can be there as well. For interception, I will be relying on Hunter-Killer script, so aliens will attack you. You will get faster, but unarmed and more expensive horse option soon after. After that, steam zeppelin. I know you don't want ahistorical stuff, but then again, I cant make X-Com mod without research, development and interception.

Bases wise, yes, I will probably need open sky, but I will not be focusing on that in the first version.

Just keep in mind, you cant have a whole legion in X-com. And especially not in a single battle. 20 soldiers is crowded as it is.
Title: Re: Roman Era Mod (just starting)
Post by: efrenespartano on June 23, 2020, 04:20:50 pm


Mid-game should contain some steam engine-based tech, with almost WWI tech in the end. Without at least a dripple of new toys, the game will get monotone very soon.

As for crafts, (...) After that, steam zeppelin.

*happy Steampunk noises*

Well, in that case, feel free to grab any resource you may find useful from my Great War of the Worlds mod! We have a ton of weapons and armors from WW1.
Title: Re: Roman Era Mod (just starting)
Post by: wcho035 on June 23, 2020, 04:22:10 pm
I will try to make mod somewhat historical, but some mystical and technological elements need to be in it, as there will be no R&D without them, the very core of X-Com. Mid-game should contain some steam engine-based tech, with almost WWI tech in the end. Without at least a dripple of new toys, the game will get monotone very soon.

As for crafts, starting one will be marching camp, slow, and possibly a single scorpion/balista/onager can be there as well. For interception, I will be relying on Hunter-Killer script, so aliens will attack you. You will get faster, but unarmed and more expensive horse option soon after. After that, steam zeppelin. I know you don't want ahistorical stuff, but then again, I cant make X-Com mod without research, development and interception.

Bases wise, yes, I will probably need open sky, but I will not be focusing on that in the first version.

Just keep in mind, you cant have a whole legion in X-com. And especially not in a single battle. 20 soldiers is crowded as it is.

Personally, I don't know how a steam Zeppelin fit in a roman mod.  It goes against a mod being historical. You can have the a single scorpion/balista/onager  as a tank in the craft. As for a whole legion, I have up to 100+ soldier in the largest craft within my mod. It is possible. I was wishing for a pure historical mod. I guess you have your creative vision.  So, good luck.
Title: Re: Roman Era Mod (just starting)
Post by: HT on June 23, 2020, 06:03:24 pm
Personally, I don't know how a steam Zeppelin fit in a roman mod.  It goes against a mod being historical. You can have the a single scorpion/balista/onager  as a tank in the craft. As for a whole legion, I have up to 100+ soldier in the largest craft within my mod. It is possible. I was wishing for a pure historical mod. I guess you have your creative vision.  So, good luck.

Micromanaging more than 20 units in battle (nevermind equipping them) quickly becomes boring, especially if the enemy is as numerous or even more so. You would need extra large maps, which makes the "hunt the last hidden game" a chore, hence why legions in XCOM wouldn't work too well.

AS for future Roman tech... Ever played the Age of Decadence game?
Title: Re: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on June 23, 2020, 08:58:30 pm
Personally, I don't know how a steam Zeppelin fit in a roman mod.
It's not historical, but it's not as far-fetched as you'd think, and it could work nicely as X-Com mod.
1.Romans had steam-powered door opener. What they did not have was "Pressure Chamber" which required "Cast Steel".
2.On the X-Com side of things, we get new fuel and new metal. If we get high-quality steel and something that could burn better than coal, we could get a new engine, "Steam Engine", to be precise.
3. Lastly, Romans had knowledge of only one vehicle besides chariot, a ship. Using steam to fill up giant balloon would be logical next step, as someone would surely get the idea. I would go as far as to claim that, if Romans had steam engines and boats, and needed to make flying craft, they would most likely build Zeppelin.

If anyone has better idea than mine, or found some fallacy in my logic, I'm 98% open to suggestions.
Title: Re: Roman Era Mod (just starting)
Post by: efrenespartano on June 23, 2020, 09:46:10 pm
What kind of wonder-thing will be the one that suddenly change the tech? In Xcom, the wonder-thing are Elerium and Alien Alloys, that made possible for us pale pink apes to kick the alien asses on another planet.

I think this could be some kind of alien mineral/liquid/gas that could be called "Aether", like the magical fifth element of classic science. Or could be seen as a blessing from the Gods. Aether could be used to fill the airships (couldn't be named Zeppelins because Ferdinand von Zeppelin doesn't exists in this timeline) or to propel  musket-like ballistic weapons.

A nice twist would be the origin of the Aether: alien blood.

Hey, don't forget to add Greek Fire! Burn those Heretics!
Title: Re: Roman Era Mod (just starting)
Post by: wcho035 on June 23, 2020, 11:27:11 pm
Micromanaging more than 20 units in battle (nevermind equipping them) quickly becomes boring, especially if the enemy is as numerous or even more so. You would need extra large maps, which makes the "hunt the last hidden game" a chore, hence why legions in XCOM wouldn't work too well.

AS for future Roman tech... Ever played the Age of Decadence game?

Not every xcom unit has to be a soldier, there are drones and tanks
Title: Re: Roman Era Mod (just starting)
Post by: HT on June 24, 2020, 01:33:15 am
Not every xcom unit has to be a soldier, there are drones and tanks

True, it's highly recommended to do so to not only have more firepower, but to avoid excessive micromanaging once big ships are used.

In a Roman mod though, auxiliary units could be warbeasts such as dogs, mounted chariots and/or horse-riders and so on. Still, more than 20 units it's way too many.
Title: Re: Roman Era Mod (just starting)
Post by: wcho035 on June 24, 2020, 03:46:22 am
That’s entirely dependant on the foe you are facing and if the mission is multilevel. For example a lobsterman crewed UFO or base you may need more with inferior weapons.

However, I believe in having the option and craft in having the ability to carry a few 4x tanks. Anyway, also it is a matter of whose mod is it. I have the luxury to design my own mod the way I wish it to be.

The maps in my mod are larger with a higher mix of terror units
Title: Re: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on June 24, 2020, 09:08:03 am
I already stated there will be both Foederati and a few 2*2 units like scorpio. But, these will be HIGHLY dependent on which path you choose. Foederati will have preset gear to decrease the micro, and they are relatively easy to replace. There will be a few kinds of course, and you will be able to upgrade them when you get better tech. But, Foederati sub-path is a swarming one.

Tanks and drones won't be here. Romans could develop steam tech if they had blast furnace, and we avoided the whole Dark Ages thing, but tanks, same as ironclads, require way more iron than Romans could reasonably mine and process. Keep in mind, your craft will weight more than even a balloon can lift, and WILL need repair very often. I don't think anyone would enjoy waiting 2-7 months for repair.
Drones would require either AI or radio control, and electricity, I don't think I need to go deeper.

Animals, I don't know. When I think of X-Com animals, I remember Piratez, and the brave cats and dogs trying to kill flaming aliens and burning alive. Maybe as very early unit, I don't know.


Title: Re: Roman Era Mod (just starting)
Post by: wcho035 on June 25, 2020, 04:10:20 am
I believe one of the main decision you need to make is, you want a land only or land and sea game for your mod. If it is land only, how are you going to bound your craft/units/legion to land texture only. For vanilla xcom interception can spill into land or sea. Currently, I don’t believe this feature is supported in OXC and maybe OXCE.
Title: Re: Roman Era Mod (just starting)
Post by: Dioxine on September 24, 2020, 02:05:35 pm
If I was to give advice, I only have one, and it's a crucial thing to avoid: to make mod to pretend to be too historical. It won't work with Xcom mechanics, simple as that.
Good luck, I'm always happy when a new, ambitious project appears!
Title: Re: Roman Era Mod (just starting)
Post by: Meridian on October 13, 2020, 11:14:24 am
Now, I have 2 questions:
1. Is there a way to limit where the base can be constructed, without outright removing America from the map?

It is now possible to fix the location of your starting base, see example below.
Is that enough for your needs, or do you still need more flexibility?

Code: [Select]
startingBase:
  lon: 0.19919258923575595
  lat: -0.86892899895948816
  name: Rome
Title: Re: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on October 23, 2020, 01:22:51 pm
It is now possible to fix the location of your starting base, see example below.
Is that enough for your needs, or do you still need more flexibility?

Code: [Select]
startingBase:
  lon: 0.19919258923575595
  lat: -0.86892899895948816
  name: Rome

It's enough. I don't have the time right now, as I work on a bigger project (Tabletop RPG), and this is just a side/passion project for me. I will get around to finishing it, unless something unexpected pops up.
Title: Re: Roman Era Mod (just starting)
Post by: Solarius Scorch on October 23, 2020, 02:29:12 pm
It's enough. I don't have the time right now, as I work on a bigger project (Tabletop RPG), and this is just a side/passion project for me. I will get around to finishing it, unless something unexpected pops up.

If you feel like it, feel free to share something about that RPG project in the offtopic. :)
Title: Re: Roman Era Mod (just starting)
Post by: chickenx4 on November 07, 2020, 12:40:07 am
where can i dl the mode
Title: Re: Roman Era Mod (just starting)
Post by: Mitra Lightbringer on January 22, 2021, 01:11:15 pm
If you feel like it, feel free to share something about that RPG project in the offtopic. :)
Well, it's just like 5th century post-Roman Dark Age Europe, but the gunpowder was invented in 2nd century, Empire was geographically more like Russian than Roman, Dwarves were evil and created Dragons that are basically Devils, making undead demons, Humans intermarried with orcs and elves, and over time, everyone is either half-elf, or half-orcs, remaining orcs used a suspicious ritual to gain the numbers and cunning of the Rat, and now they are something between ratmen and goblins, and the knights rode mechs instead of horses.
This is short version of the setting, the rules would take too long.

--- posts merged - posting 30 seconds apart is a bit far. - Solarius Scorch ---

where can i dl the mode
I did not make it yet, not too much free time, I'm afraid.