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  1. #1
    AqD's Avatar 。◕‿◕。
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    Default Ideas regarding barracks/foundry

    Hi all!

    I just come up with two ideas that may improve TW's reality:

    - Bigger barracks should be able to train units faster, but not to improve their initial experience or allow recuritment of stronger units (see below). In real world they should allow more units to train at the same time, but that's not possible with RTW..

    - Instead of improving unit armour/attack, the blacksmith/foundry houses allow barracks to train stronger units - those with better armours and weapons. And they don't require certain populations as much as the barracks do. For example, you may train cataphracts in a medium-sized city, but it'd require 3 turns to complete, instead of 1 turn in a huge city.
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    Last edited by AqD; September 20, 2011 at 05:30 AM.

  2. #2
    Ketchup's Avatar Senator
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    Default Re: Ideas regarding barracks/foundry

    That sounds alright but doesn't the blacksmith already do what you said in 2) ie. improve armour.

    In relation to your first suggestion, I think it could be done. I'm no modder but say you build the highest level of barracks in Rome then hastati could be made to take 0 turns to train (meaning up to 9 units trained in one turn). However, the same Hastati in, say, Arretium could still take 1 turn (lower barracks)

    Although I don't know if this would work in practice or be realsitic.

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    ^Gr8^Xander's Avatar Miles
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    Default Re: Ideas regarding barracks/foundry

    Quote Originally Posted by Ketchup View Post
    That sounds alright but doesn't the blacksmith already do what you said in 2) ie. improve armour.
    No, I think he means that for example Hastati (with the 'worst' equipment) would be recruitable with BS level 1, while the Principes (better equipment) only become availeble once you reach BS level 2 (armourer), and Triarii (very well armoured & equiped ) only at BS level 3 (foundry).

    Good suggestions IMO, if possbile they could work out well and realistic!
    Last edited by ^Gr8^Xander; January 01, 2008 at 05:37 PM.

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    Default Re: Ideas regarding barracks/foundry

    Quote Originally Posted by Ketchup View Post
    That sounds alright but doesn't the blacksmith already do what you said in 2) ie. improve armour.
    ah, I forgot to say that there would be nothing to improve armour/attack of existing units. Since the game is not supposed to last 500 years, there should be nobody wearing some super-leather-armour or taking a knife superior to your heavy lance.
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    Last edited by AqD; September 20, 2011 at 05:30 AM.

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    We shall fwee...Wode's Avatar Senator
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    Default Re: Ideas regarding barracks/foundry

    wouldn't that need to have a whole set of different units for each one, ie a hastati with 2 turn recruitment, another with 1 turn, and another with 0 turn, etc...

    I do like the idea as it is more sensible than having to build bigger barracks to get better troops when they should be available.
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  6. #6

    Default Re: Ideas regarding barracks/foundry

    I must admit that I never understood how a blacksmith is going to make swords/spears for a whole army AND make them better than regular ones.... It doesn't make sense. However I don't think that only the blacksmith level should be responsible for the types of troops available. It should be linked to the barracks (and hence city) size.
    I agree that it would make sense to change the recruitment times with bigger barracks, however it would not make sense that a basic barracks can recruit the best units. A progressive system of extra units and less time needed for recruitment would be good.
    E.G.
    Stage 1 barracks: Hastati, Velites, Funditores (or whatever their called)
    Stage 2 barracks and level 1 smithy: Principes, Hastati, Velites, Funditores
    Stage 3 barracks and level 2 smithy: Triarii, Principes, Hastati (trained faster), Velites (trained faster), Funditores (trained faster)
    Hypothetically: Stage 4 barracks and level 3 smithy: Triarii (trained faster), Principes (trained faster), Hastati (trained faster), Velites (trained faster), Funditores (trained faster)
    Note: Stage 1 barracks is the first one after auxillia.
    Note: I am not sure what should be done with the auxillia training times.

    However, my (very limited) experience in modding tells me that to implement this the units recruited with different recruitment times would need their own unit slots, and this cannot be more than 200. This is a limit which RTR already pushes up against and hence this would not work.
    However, because I now nothing about it, it may be possible to use scripts which could do something similar...

  7. #7
    Korinthos Hoplites's Avatar Centenarius
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    Default Re: Ideas regarding barracks/foundry

    Quote Originally Posted by G_the_Great View Post
    I must admit that I never understood how a blacksmith is going to make swords/spears for a whole army AND make them better than regular ones.... It doesn't make sense. However I don't think that only the blacksmith level should be responsible for the types of troops available. It should be linked to the barracks (and hence city) size.
    I agree that it would make sense to change the recruitment times with bigger barracks, however it would not make sense that a basic barracks can recruit the best units. A progressive system of extra units and less time needed for recruitment would be good.
    E.G.
    Stage 1 barracks: Hastati, Velites, Funditores (or whatever their called)
    Stage 2 barracks and level 1 smithy: Principes, Hastati, Velites, Funditores
    Stage 3 barracks and level 2 smithy: Triarii, Principes, Hastati (trained faster), Velites (trained faster), Funditores (trained faster)
    Hypothetically: Stage 4 barracks and level 3 smithy: Triarii (trained faster), Principes (trained faster), Hastati (trained faster), Velites (trained faster), Funditores (trained faster)
    Note: Stage 1 barracks is the first one after auxillia.
    Note: I am not sure what should be done with the auxillia training times.

    However, my (very limited) experience in modding tells me that to implement this the units recruited with different recruitment times would need their own unit slots, and this cannot be more than 200. This is a limit which RTR already pushes up against and hence this would not work.
    However, because I now nothing about it, it may be possible to use scripts which could do something similar...
    I agree with all this. In fact, I always thought the TW games shoud have this system by default.

  8. #8
    MasterOfThessus's Avatar RTR Betateam Leader
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    Default Re: Ideas regarding barracks/foundry

    About reaching the unit limit, that's only restricted to the models. Therotically speaking you could have 3 different hastati with same model and skin, but with different reqruitment. The problem is that it would make the EDU huge, and the codes would take 3* longer to write....

  9. #9

    Default Re: Ideas regarding barracks/foundry

    Are you sure? Most of the code would be copy'n'paste.
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  10. #10
    AqD's Avatar 。◕‿◕。
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    Default Re: Ideas regarding barracks/foundry

    There is another method, maybe more realistic - give all initial units a lower number, and double the number in higher-level barracks. For example, you can only train units of 15 hastatis in town barracks, but 30 in city barracks, and 60 in huge city barracks (with different cost/upkeep). And they all take the same time to recurit.

    The only bad thing is that you would see duplicated units in larger barracks, even though those *units* are not exactly the same.
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    Last edited by AqD; September 20, 2011 at 05:31 AM.

  11. #11
    MasterOfThessus's Avatar RTR Betateam Leader
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    Default Re: Ideas regarding barracks/foundry

    There is a EDU limit at 500 entries, so that would limit the units

  12. #12
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    Default Re: Ideas regarding barracks/foundry

    Hmmm well.

    Just make all units training in 0 turn, and limited only by city population! (then *bigger* cities do make sense )
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    Last edited by AqD; September 20, 2011 at 05:31 AM.

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