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Thread: Do triarri have to become redundant?

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  1. #1

    Default Do triarri have to become redundant?

    Okay so maybe this idea is not historically accurate but I've noticed that nothing after the Imperial reforms really replaces the triarri. The named legions are great line holders and pretty good offensively but they dont have that punch i get from Triarri when you want to go on the offensive.

    Also nothing intimidates enemy heavy cavalry quite like when they get set upon by a cohort of Triarri.

    Would it be possible to make it so that the old Trarri units can be replenished all the way through the game....perhaps not new units but the ability to make up for dead and injured of the Triarri later on?

    I miss them alot when they cannot be build any longer and while the named legions replace hastati and Principes....nothing really replaces the triarri units.

  2. #2
    Nellup's Avatar Campidoctor
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    Default Re: Do triarri have to become redundant?

    I think the plan is to have some of the Auxilia units armed with spears, instead of all of them having swords, so these will be a fair replacement for the triarii.
    "A wise man speaks because he has something to say; a fool because he has to say something" - Plato


  3. #3

    Default Re: Do triarri have to become redundant?

    Quote Originally Posted by Nellup View Post
    I think the plan is to have some of the Auxilia units armed with spears, instead of all of them having swords, so these will be a fair replacement for the triarii.
    That wil be a great idea for RS2.0. Keeping my fingers crossed.

  4. #4

    Default Re: Do triarri have to become redundant?

    Coldcall, you can do this yourself if you like.

    You will be editing the file ''export_descr_buildings.txt'', so make a backup of it.

    1. Open the file named 'export_descr_buildings.txt' in the 'Data' folder.
    2. Hit 'Control+F' and enter 'Triarii' and find all instances of 'Triarii' in the file.
    3. As you go through, at the end of the line containing 'Triarii', delete 'and not marian_reforms'.

    N.B.Do not delete any other text as this specifies where the units may be recruited as part of the AOR system.

    4. Save and close. Your Triarii will be recruitable throughout the game...

  5. #5
    Nellup's Avatar Campidoctor
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    Default Re: Do triarri have to become redundant?

    If you are going to do as ptg suggested, be careful, because the game will CTD if too many units are recruitable in one city and some are pretty close to the limit.
    "A wise man speaks because he has something to say; a fool because he has to say something" - Plato


  6. #6

    Default Re: Do triarri have to become redundant?

    Quote Originally Posted by Nellup View Post
    If you are going to do as ptg suggested, be careful, because the game will CTD if too many units are recruitable in one city and some are pretty close to the limit.
    Thanks, I'll try it and see if i get any adverse effects.

  7. #7

    Default Re: Do triarri have to become redundant?

    Quote Originally Posted by ptg View Post
    Coldcall, you can do this yourself if you like.

    You will be editing the file ''export_descr_buildings.txt'', so make a backup of it.

    1. Open the file named 'export_descr_buildings.txt' in the 'Data' folder.
    2. Hit 'Control+F' and enter 'Triarii' and find all instances of 'Triarii' in the file.
    3. As you go through, at the end of the line containing 'Triarii', delete 'and not marian_reforms'.

    N.B.Do not delete any other text as this specifies where the units may be recruited as part of the AOR system.

    4. Save and close. Your Triarii will be recruitable throughout the game...
    Thanks for that I did not know it was possible to change it :-)

  8. #8

    Default Re: Do triarri have to become redundant?

    Originally Posted by Nellup
    I think the plan is to have some of the Auxilia units armed with spears, instead of all of them having swords, so these will be a fair replacement for the triarii.

    That wil be a great idea for RS2.0. Keeping my fingers crossed.
    Cohors Milliaria (Light Allied Infantry) already exist in RS1.5, don't they?

    I don't like the idea of triarii living through Marian reforms.
    Marius open the army to the poor citizens that were previously excluded. Very soon, only those that didn't have any other private means joined the army (apart from officers, such as tribunes). On the other hand triarii where the wealthy citizen-soldiers of the republican Rome that were above a certain age. They could afford the considerable cost of their equipment.
    I don't think that it could possibly be a more unhistorical thing than triarii in a post-Marian roman army!

  9. #9

    Default Re: Do triarri have to become redundant?

    Yeah, but it'd be nice to have an anti-cavalry unit in a post-marian army wouldn't it? Those auxilia REALLY don't have much of an effect at all. It's 540 in my Roman game, and I'm putting off the reforms as long as possible. The cavalry is extremely overpowered after the reforms, but the quality of infantry (other than the named legions) really goes into the crapper. Triarii are one of my favorite units, I wish there was something comparable in the post-marian army of rome.

  10. #10

    Default Re: Do triarri have to become redundant?

    the Auxilia are being beefed up. they were, in most respects, almost equals to the legionnaires they fought along side. they weren't "light infantry" at all - they fought like the legionnaires, the only difference being that some of them specialised in other areas of warfare (like archery, for example), and they were paid less, because they weren't Roman citizens. in RS 2.0, you're going to have to rely on LOTS of auxilia (just like the empire had to), simply because there are only so many legions to go around!
    'Ecce, Roma Surrectum!' Beta Tester and Historian
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  11. #11

    Default Re: Do triarri have to become redundant?

    Quote Originally Posted by rory o'kane View Post
    the Auxilia are being beefed up. they were, in most respects, almost equals to the legionnaires they fought along side. they weren't "light infantry" at all - they fought like the legionnaires, the only difference being that some of them specialised in other areas of warfare (like archery, for example), and they were paid less, because they weren't Roman citizens. in RS 2.0, you're going to have to rely on LOTS of auxilia (just like the empire had to), simply because there are only so many legions to go around!
    I'd like to be able to use the auxilia better. I find after Imperial reforms that the best units are named legions once they've become well seasoned veterans. I only use the auxilia spears (though they appear to use swords) for garrison and as last resort cohorts in a legion line up if im missing named cohorts. Problem is they have low attack bonus and hence are only utilised correctly as line-holders, and the use they provide from their pila.

    Anyways, hopefully in RS2.0 there will be a little more punch available from the auxilias.

  12. #12

    Default Re: Do triarri have to become redundant?

    there will be. and they won't all be clones, either!
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  13. #13

    Default Re: Do triarri have to become redundant?

    The Auxilia in RS1.5a are armed with swords/pila, true to life – they no longer have spears/swords as in 1.5. For the reasons discussed in this thread, I changed them back: Firstly – because there are no proper spear armed infantry to replace the Triarii as discussed. Secondly, from an aesthetic point of view, the skins didn’t match; as the new sword armed auxilia use the model_flexi from SPQR without using the sprite or textures.

    I wasn’t totally pleased, however, with losing the sword/pila armed aux. As I use the ALX.exe and have plenty of unit slots to spare, I can have my cake and eat it though. I imported the sword auxilia direct from SPQR, so the skins match. I made them recruitable in the same areas as the spear/sword armed auxilia, but with different tribal names - though still correct for the region. I also changed a few of the original auxilia names as they were technically incorrect for auxilia regiments.

    In addition, I removed the numbers i.e. I, II, III from them, as technically, historically, and following the rigour applied to the named and numbered legions as per the RS house rules, one should really only have 5 units of any one regional auxilia. This is because they are described as 'milliary' in the description and they have a unique number as per the Legions. Therefore, there should only be 1000 troops from any one regiment, which at 200 troops per 'unit' equals 5 units per stack. Therefore, by removing the numbers I simulate several regiments being levied from one particular tribe (for instance the Batavi - I Batavorum , II Batavorum etc.), as long as I recruit them in batches of 5 (i.e. 1000 men). Below is the list I created:

    Code:
     
    recruit "cohors alpinorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource legio10
                    recruit "cohors alpinorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource legio9
                    recruit "cohors scythica"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource steppes
                    recruit "cohors thracum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource greek
                    recruit "cohors aegyptia"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource south
                    recruit "cohors hispanorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource west
                    recruit "cohors gallorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource gall
                    recruit "cohors batavorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource germ
                    recruit "cohors delmatarum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource central
                    recruit "cohors morinorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource briton
                    recruit "cohors parthorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource arab
                    recruit "cohors campanorum"  0  requires factions { roman, }  and marian_reforms and hidden_resource home
      ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                    recruit "cohors raetorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource legio10
                    recruit "cohors raetorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource legio9
                    recruit "cohors bosporanorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource steppes
                    recruit "cohors scubulorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource greek
                    recruit "cohors afrorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource south
                    recruit "cohors asturum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource west
                    recruit "cohors biturigum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource gall
                    recruit "cohors vangionum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource germ
                    recruit "cohors pannoniorum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource central
                    recruit "cohors brittonum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource briton
                    recruit "cohors phrygum"  0  requires factions { romans_brutii, }  and marian_reforms and hidden_resource arab
                    recruit "cohors ligurum"  0  requires factions { roman, }  and marian_reforms and hidden_resource home
    Last edited by ptg; May 13, 2008 at 07:34 AM.

  14. #14

    Default Re: Do triarri have to become redundant?

    Hm,

    ptg; should you post an archive including the changes you made so it should be easy to apply them back to another game ?

    I guess it should be appreciard

  15. #15

    Default Re: Do triarri have to become redundant?

    At some point we'll preview the Romans and you'll see what's in store Auxiliary-wise. A lot more variety....some spears, some swords.


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  16. #16

    Default Re: Do triarri have to become redundant?

    Quote Originally Posted by tone View Post
    At some point we'll preview the Romans and you'll see what's in store Auxiliary-wise. A lot more variety....some spears, some swords.
    Oh god I can't wait for that.
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  17. #17

    Default Re: Do triarri have to become redundant?

    So you would be able to recruit units with sprears after the marian reforms?

  18. #18
    Nellup's Avatar Campidoctor
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    Default Re: Do triarri have to become redundant?

    Yes.
    "A wise man speaks because he has something to say; a fool because he has to say something" - Plato


  19. #19

    Default Re: Do triarri have to become redundant?

    good 2 know there will be spear units for the romans in rs2


    in my actual campaign i made also the triarii after the marian reforms available (no problem with the slots), coz the barbarian cavalry is a pure horror without.

    but i was thinking about to make something like 'ptg' did. but i wasn't sure if the spear auxiliary unit from rs1.5 is always present in rs1.5a!

    so... nice idea/work 'ptg' .. i'll change my auxiliaries too!
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