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Thread: Roman era small naval mod

  1. #1
    S-te-Fan's Avatar Primicerius
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    Default Roman era small naval mod

    Hello everyone .

    Well... ETW got out, and everyone wants to see romans fightning on see. Well.. I'm hoping that I can make that possible. I'm gonna start this test-mod to look how far Naval battles can be modded. I've made a few steps I am looking forward to implent:


    • Rip everything out except naval battles.
    • Replacing cannons with ballista's.
    • Edit the Galley model to make a bireme, trireme and a Quadrireme.

    We only have to wait for a ship model converter...

  2. #2

    Default Re: Roman era small naval mod

    Sounds like a good idea, can we edit models in Empire yet?

  3. #3

    Default Re: Roman era small naval mod

    No, we cannot open the meshes yet. I do like the idea though, im currently working on the other direction and wonder if turrets can be animated and ships could move independant from the wind.

    Do you have proper plans already? Those are hard to find, although galleys are way easier to build than a modern battleship.

  4. #4

    Default Re: Roman era small naval mod

    In the Roman day's didn't ships mostly rammed other ships, isn't that why the fronts where always made of iron?

  5. #5

    Default Re: Roman era small naval mod

    Quote Originally Posted by WRL View Post
    In the Roman day's didn't ships mostly rammed other ships, isn't that why the fronts where always made of iron?
    The ramming device was made of wood mantled with bronze, iron would be corroding fast especially in salty water. They also had a boarding bridge with a long iron nail which was rammed into the other ship in order to board it. Well and of course the ballistas and catapults. Ramming another vessel was risky, and your most likely stuck yourself vulnerable for attacks.

  6. #6
    S-te-Fan's Avatar Primicerius
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    Default Re: Roman era small naval mod

    Ow but you can ram ships in Empire.

    Spoiler Alert, click show to read: 





    I've made a ship model to test how to get new models ingame

    Last edited by S-te-Fan; March 15, 2009 at 07:42 AM.

  7. #7
    Erwin Rommel's Avatar EYE-PATCH FETISH
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    Default Re: Roman era small naval mod

    Holy , the turtle ship of Korea. Looking awesokme!

    (Its clickable by the way....An S2 overhaul mod.)

    Seriously. Click it. Its the only overhaul mod that's overhauling enough to bring out NEW clans
    Masaie. Retainer of Akaie|AntonIII






  8. #8
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Roman era small naval mod

    The most dificult part will be the sceleton that will allow the roars moovements and their distruction in the battle...:hmmm:
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  9. #9
    S-te-Fan's Avatar Primicerius
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    Default Re: Roman era small naval mod

    Yeah, that will be the biggest problem I think. That's why I'm first gonna try to edit them .

  10. #10

    Default Re: Roman era small naval mod

    Quote Originally Posted by stefaneke View Post
    Ow but you can ram ships in Empire.
    No doubt about that, nice work

  11. #11
    Biarchus
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    Default Re: Roman era small naval mod

    Please keep working on this!
    Ancient naval battels would be truly awesome!

    PS Nice to see someone has a copy of "Warfare in the Classical World" as well!
    "I'll tell you what rule sir....we applied Rule 303. We caught them and we shot them under RULE THREE OH THREE!"

    "Shoot straight you bastards, don't make a mess of it!"

  12. #12
    titanvoyager's Avatar Biarchus
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    Default Re: Roman era small naval mod

    Quote Originally Posted by stefaneke View Post
    We only have to wait for a ship model converter...

    Is anyone working on it? Because it seems that CA is not going to release the modding tools.
    "...to boldly go where no man has gone before."

  13. #13
    Geronimo2006's Avatar TAR Local Moderator
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    Default Re: Roman era small naval mod

    The Vandals are coming.
    Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".



    Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB

    Colonialism 1600 AD blog

  14. #14

    Default Re: Roman era small naval mod

    Ships aren't tied to the wind in ETW. DB files

  15. #15

    Default Re: Roman era small naval mod

    Aradiel if you put coefficient 1 in all the stats bellow you will run the same speed in all wind courses, as wind will not affect you.
    Last edited by Bethencourt; August 29, 2009 at 05:50 PM.

  16. #16

    Default Re: Roman era small naval mod

    Well don't you think that Roman ships went faster with the wind behind them? Sail and rowers?

  17. #17
    Biarchus
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    Default Re: Roman era small naval mod

    That would be true if it was standard practice to use sails in battle. The fire hazard and allowing your vessel's manouverability be strongly influenced by the wind were the main reasons why almost all ships unstepped the mast and hauled in their sails when closing up for battle.

    Shipe, even quinqueremes, were pretty unstable. The Romans lost about 120 ships because they were suckered into a strong breeze by the salty sea dog Carthaginians and their corvus (movable gangway) mounted ships capsized.
    "I'll tell you what rule sir....we applied Rule 303. We caught them and we shot them under RULE THREE OH THREE!"

    "Shoot straight you bastards, don't make a mess of it!"

  18. #18

    Default Re: Roman era small naval mod

    seems interesting, good luck

  19. #19

    Default Re: Roman era small naval mod

    Quote Originally Posted by rubenandthejets View Post
    That would be true if it was standard practice to use sails in battle. The fire hazard and allowing your vessel's manouverability be strongly influenced by the wind were the main reasons why almost all ships unstepped the mast and hauled in their sails when closing up for battle.

    Shipe, even quinqueremes, were pretty unstable. The Romans lost about 120 ships because they were suckered into a strong breeze by the salty sea dog Carthaginians and their corvus (movable gangway) mounted ships capsized.
    That sounds reasonable.

  20. #20

    Default Re: Roman era small naval mod

    Quote Originally Posted by Bethencourt View Post
    Aradiel if you put coefficient 1 in all the stats bellow you will run the same speed in all wind courses, as wind will not affect you.
    Nice, thanks for the info, definetly useful once we can add steamships to the game

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