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Thread: Strategos - A Realistic Representation of Ancient Warfare

  1. #1
    Biggus Splenus's Avatar Primicerius
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    Default Strategos - A Realistic Representation of Ancient Warfare

    Strategos - A Realistic Representation of Ancient Warfare


    Strategos is an overhaul modification that’s designed for multiplayer custom battles, with a wargamer-esque approach to battle mechanics. Stressing importance of tactics and strategy, the ultimate goal of this mod is to create a realistic experience that makes you think like a contemporary general; thinking on the grand tactical level of the battlefield, rather than vanilla’s (and practically every other mod’s) micro tactical level. There’s no current plans for a functioning campaign, the only focus of this mod is MP custom battles (so there’ll be no compromise for AI behavior, either). I wanted to create this mod because no others offer this kind of experience.

    This mod’s primary goal is to overhaul the battle mechanics, placing more emphasis on the grand tactical level of the battlefield (focusing on unit formations as a whole, training levels, discipline, maneuver capabilities, tactics, strategy, etc.), rather than the small tactical style of vanilla (which focuses on specific equipment, damage, armour, etc. to represent a unit’s "strength"). Battle mechanics are an extremely difficult thing to overhaul; everything like casualties, formation, mass, movement, missile physics, fatigue, morale, cohesion and the realistic representation of different types of units are all aspects that need to be detailed. Emphasis has been placed on the significance of morale, battlefield tactics and strategy, and that every soldier on the field is just a man (no more sub-super humans). Turning your warriors into humans with thought, fear, and reaction to the battlefield’s situations is the main goal for representing morale, rather than having fight-to-the-death robots like in vanilla.

    Second on my agenda is unit rosters, aesthetics, and the mod’s general setting and atmosphere: the mod will be set in the Hellenic Korinthian and Boiotian Wars, during the period of Spartan Hegemony (first quarter of the 4th C BCE), during the pinacle of hoplitic warfare. The initial release featuring Λακεδαίμων (Lakedaimon / Sparta) and Θῆβαι (Thebes / Boiotia) as the two main factions. More factions and time periods (eg. Samnite Wars, Punic Wars) will follow in future versions, but the initial release will be mainly for testing the battle mechanics, while also having enough of the aesthetics completed to get an enjoyable and immersive experience.

    I plan to represent ancient armed forces very differently to vanilla, and perhaps even more differently to all the other big mods. Most try to create realism by stretching out all the rosters, and "milking" every reference they can find to create a unit with the tiniest difference to another, which I think removes each unit's individual value. Good examples are "Celtic Axemen", then also having "Celtic Spearmen", "Celtic Swordsmen", "Slightly Armoured Celtic Swordsmen", "Slightly More Armoured Celtic Swordsmen", etc. (i.e. "X" level of warrior, with "X" weapon). I find this totally unrealistic, and this mod’s unit rosters will focus on division by social differences, their culture, their nationality, their native fighting style, what drove these individuals to fight, the techniques they employed, their individual roles on the battlefield, and if the differences are tactically worth a totally separate unit; not so much the weapons they wielded or the armour they donned (like some other mods use to distinguish their units). Every unit will feel like it has a distinct role in your army.

    Hope you liked my concept. I tried to keep it short for now. Dev Blogs will follow with more details on how I’ve chosen to represent and implement different aspects of the mod. I know that this won't be for everyone, but the people that this mod is designed for, will love it (like me). If you did like it, please show your support and leave a comment.

    Recruiting

    - UI Art anyone that can do some little UI things for me, like faction icons

    Credits

    - Mitch and Daniu for creating the PFM
    Last edited by Biggus Splenus; November 02, 2014 at 06:48 AM.
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  2. #2
    Biggus Splenus's Avatar Primicerius
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    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    [RESERVED]
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  3. #3

    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    good luck on your new project

  4. #4

    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    Excellent idea, love playing multiplayer but hate that so many a-historical tactics are encouraged in vanilla.

    One minor suggestion you can choose to take or leave; get rid of ability for pike units to go into pike formation while engaged (if possible). People in vanilla like to run pike units around with pike formation off and then turn on after theyve charged in. Just gets tiring seeing all these pikes magically pop up from nowhere.
    On the same note, I would suggest including something similar to "pikemen start battles with pikes". Not really a mechanic change, but I think it would add a more authentic/immersive feel as pikemen would actually look like pikemen, instead of low grade swords when marching to battle. It also would add more visual unit diversity to battles, and allow players to quickly identify enemy pike units since they won't just appear to be sword units.

    Thats just my two cents however, good luck with your mod. Would be awesome if this kind of turned into "starbow" of total war

  5. #5
    Biggus Splenus's Avatar Primicerius
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    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    I'm not really sure if any of that is possible with pike formations, but lucky for me this mod is set in the early 4th C BCE, before the pike phalanx was introduced to Hellas This period is the pinnacle of Hoplitic warfare, during a period of innovation in light infantry and cavalry. It's an exciting period
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  6. #6

    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    It is a big bet to invest in a period which is dominated by hoplite warfare an almost completely broken feature of this game.It is a challlenge for you to create a nice phalanx mechanism.I tried it many times and my best result was this one http://steamcommunity.com/sharedfile.../?id=307125427
    I hope you can make a breakthrough and create something even better and realistic.I would be eternaly greatfull.
    Cheers.I will be close by and supporting you..

  7. #7
    Biggus Splenus's Avatar Primicerius
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    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    Good to hear more people are supporting this
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  8. #8

    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    Having followed your past thread a bit, I was always curious to see an example of a factional unit roster to see exactly what you mean. I, for one, hate redundant units as a player. As a modder, it becomes a bit tougher to go that route I find. I also think class distinctions often times were key differences on the battlefield. They tended to correlate with equipment and, perhaps, morale. Not criticizing, just curious. I'm currently making unit lists myself for factions and I find myself running into this problem. Not only people want more unit types as many feel it adds to their immersion, but simply depicting the reality sometimes requires it.

    People in vanilla like to run pike units around with pike formation off and then turn on after theyve charged in. Just gets tiring seeing all these pikes magically pop up from nowhere.
    I think the best way to solve this would simply be things like fatigue which a good battle modification needs to make more significant, anyway. Hoplite phalanxes are, unfortunately, the most glitched aspect of combat currently.


  9. #9
    Biggus Splenus's Avatar Primicerius
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    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    Having followed your past thread a bit, I was always curious to see an example of a factional unit roster to see exactly what you mean. I, for one, hate redundant units as a player. As a modder, it becomes a bit tougher to go that route I find. I also think class distinctions often times were key differences on the battlefield. They tended to correlate with equipment and, perhaps, morale. Not criticizing, just curious.
    I'll create an example soon, no problem it's not a particularly different approach compared to other mods out there, but the roster design combined with the mechanics creates something totally different. This unit roster approach is also vital for the battle mechanics to work as intended, because I've placed more stress on native fighting styles, training, tactics, strategy, all that kind of stuff, rather than equipment. So a unit completely in linothorax (not realistic, but just an example) would have only the slightest bonus over an identical unit in padded/leather/fabric armour (non-rigid). Difference between thrusting swords, slashing swords, axes and maces is also negligible, because (once again) I'm placing more emphasis on the grand tactical scale.
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  10. #10

    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    Best of luck!

    The offer still stands if you need a helping hand by the way. If you're wondering what I can contribute with, check this out. Seems to fit with your Strategos concept quite well.
    Campaign modder for Ancient Empires


  11. #11

    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    +support for this mod Splenyi. As an ancient greek reenactor, if I can help you just let me know

  12. #12

    Default Re: Strategos - A Realistic Representation of Ancient Warfare

    Well I was very keen for Imperia Antíquitátum so I am likewise keen for this.

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