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Author Topic: Roman Era Mod (just starting)  (Read 13584 times)

Offline Mitra Lightbringer

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Roman Era Mod (just starting)
« 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?

Offline Meridian

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Re: Roman Era Mod (just starting)
« Reply #1 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.

wcho035

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Re: Roman Era Mod (just starting)
« Reply #2 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?

Offline Mitra Lightbringer

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Re: Roman Era Mod (just starting)
« Reply #3 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.

wcho035

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Re: Roman Era Mod (just starting)
« Reply #4 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.

Offline Mitra Lightbringer

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Re: Roman Era Mod (just starting)
« Reply #5 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.

Offline efrenespartano

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Re: Roman Era Mod (just starting)
« Reply #6 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!


« Last Edit: June 22, 2020, 09:24:32 pm by efrenespartano »

Offline Mitra Lightbringer

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Re: Roman Era Mod (just starting)
« Reply #7 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.
« Last Edit: June 23, 2020, 10:15:59 am by Meridian »

Offline HT

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Re: Roman Era Mod (just starting)
« Reply #8 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.

Offline Solarius Scorch

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Re: Roman Era Mod (just starting)
« Reply #9 on: June 23, 2020, 12:20:42 pm »
Luckily Piratez has Roman armour sprites already :)

Offline Mitra Lightbringer

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Re: Roman Era Mod (just starting)
« Reply #10 on: June 23, 2020, 01:20:25 pm »
Luckily Piratez has Roman armour sprites already :)
Piroman Empire >> Roman Emire. Also, wrong era of Rome.

Offline efrenespartano

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Re: Roman Era Mod (just starting)
« Reply #11 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

wcho035

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Re: Roman Era Mod (just starting)
« Reply #12 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.
« Last Edit: June 23, 2020, 03:43:03 pm by Precentor Apollyon »

Offline Nord

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Re: Roman Era Mod (just starting)
« Reply #13 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)

Offline Mitra Lightbringer

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Re: Roman Era Mod (just starting)
« Reply #14 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.