Page 1 of 4 1234 LastLast
Results 1 to 20 of 72

Thread: Roman forts?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Roman forts?

    One thing that Ive been waiting for is to play as romans defending their fort (the vanilla forts are imo sort off pathetic and not at all fun to play in). Unfortunetaly I havent seen this come from CA or any other modders.
    So I was wondering if you guys had any plans to introduce the castra to your mod? It would be another historical thing to add to the list and I think it would give another kind of feeling that we maybe havent experienced in the modern Total War games. Just imagine going in to Gaul with only a single legion and putting up a castra after every march and then being attacked by enemies in the night. While the barbarians are climbing up the walls you throw your pilum from the walls. (JUST IMAGINE THE GLOOOORY )

    Since Im not a modder I dont know how much work would be needed to make this work but I was hoping you could consider it.

    Heres some pictures that I found of the roman castra:



    Ofcourse maybe the tents wouldnt need to be there for gameplay reasons (need space to have a infantry fight)
    Last edited by Spadde; May 18, 2015 at 05:43 PM.

  2. #2

    Default Re: Roman forts?

    Petellius has been working on just this. We need CA to fix TED, though, as it's currently broken. Without that, custom cities and forts are impossible.


  3. #3

    Default Re: Roman forts?

    Quote Originally Posted by ABH2 View Post
    Petellius has been working on just this. We need CA to fix TED, though, as it's currently broken. Without that, custom cities and forts are impossible.

    What's broek with TED? It seems to work fine for me atm

  4. #4

    Default Re: Roman forts?

    Quote Originally Posted by ABH2 View Post
    Petellius has been working on just this. We need CA to fix TED, though, as it's currently broken. Without that, custom cities and forts are impossible.
    I think the Assembly Kit got a small update today. Did that fix it?

  5. #5

    Default Re: Roman forts?

    Quote Originally Posted by Riekopo View Post
    I think the Assembly Kit got a small update today. Did that fix it?
    I won't know until I return on the 23rd
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  6. #6

    Default Re: Roman forts?

    When I fired up TED I couldn't tell how much was it apparently being broken and how much was the many different buttons breaking my mind.
    I love the sound of the castra, though. Should give the Romans more staying power without having to resort to making them OP. I always felt sorry for the barbarians who were inexperienced with Rome and figured that one day they'd get lazy and just put up tents.

  7. #7

    Default Re: Roman forts?



    WIP Roman Camp, might even reduce some of the enterances to something like two instead of the usual six. The bit that looks like water is actually just the ankle breaker ditch that proceeded the walls. At the bottom of the ditch there are stakes and at the top of the turf wall is the Palisade (the green line). The main problem with Ted is that it will not allow for exportation of map files as yet so long story short, this isn't possible until CA fixes it.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  8. #8

    Default Re: Roman forts?

    ah wow that great , hopefully CA fixes it since it sounds like a serious issue.

    Man I cant wait for this mod

  9. #9

    Default Re: Roman forts?

    Yep, sounds good, and I really hope you can finish this soon.

  10. #10

    Default Re: Roman forts?

    Dude how dare you say that CA forts don t resemble those, they have:

    -walls
    -tents
    -a fire
    -they were copy paste from Rome though the towers here kill more enemies
    - they have improved 0% since Empire, back in the days ppl had no idea what a fort with turf/stone walls was

    As a student taking a masters in roman history i feel offended thsat you might even think that is an actual fort, preposterous ;p. But yeah CA could have done something since they once released a video where Adrian Goldsworthy and other historians went to speak about the Teutoburg disaster and you could actually see an alae of cavalary getting out of a proper fort with doors :o

  11. #11
    Wintercross's Avatar Libertus
    Join Date
    Sep 2013
    Location
    Australia
    Posts
    58

    Default Re: Roman forts?

    Please add gates to the Roman Forts. What's the point of forts if they don't have gates.

  12. #12

    Default Re: Roman forts?

    Quote Originally Posted by Wintercross View Post
    Please add gates to the Roman Forts. What's the point of forts if they don't have gates.
    It's not really a viable option I'm afraid. I have tried to make it a lot more defensible though.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  13. #13
    Wintercross's Avatar Libertus
    Join Date
    Sep 2013
    Location
    Australia
    Posts
    58

    Default Re: Roman forts?

    Quote Originally Posted by Petellius View Post
    It's not really a viable option I'm afraid. I have tried to make it a lot more defensible though.
    Oh well, as long as it actually works as a defensive position... the vanilla forts are damn near useless and look more like a weekend camp site.

  14. #14

    Default Re: Roman forts?

    will you be able to throw pila from from the walls at the enemies below you?

  15. #15

    Default Re: Roman forts?

    Quote Originally Posted by Spadde View Post
    will you be able to throw pila from from the walls at the enemies below you?
    It may be possible but I may have the walls too high. I've yet to test it but there are now turf ramparts around the entire camp as well as stake filled ditches. In short, I don't know, I would guess... no.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  16. #16

    Default Re: Roman forts?

    Quote Originally Posted by Petellius View Post
    It may be possible but I may have the walls too high. I've yet to test it but there are now turf ramparts around the entire camp as well as stake filled ditches. In short, I don't know, I would guess... no.
    ohwell, I trust you do your best petellius and Im sure the camp will come out cool looking anyways

  17. #17

    Default Re: Roman forts?

    Quote Originally Posted by Spadde View Post
    ohwell, I trust you do your best petellius and Im sure the camp will come out cool looking anyways
    Well either the walls can be broken down or I could lower them into the turf so the legionaries can fire over.I'll see once/if I can process battlefields through Bob.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  18. #18

    Default Re: Roman forts?

    so wait, if there are walls IN GAME for soldiers to fire off of, why wouldn't you be able to make a wall for a fort for soldiers to fire from? Is it impossible to add mount-able walls in the map-creator?

  19. #19

    Default Re: Roman forts?

    Quote Originally Posted by shawn858 View Post
    so wait, if there are walls IN GAME for soldiers to fire off of, why wouldn't you be able to make a wall for a fort for soldiers to fire from? Is it impossible to add mount-able walls in the map-creator?
    I think you have misunderstood. Mountable walls are a thing but very little actually matches the Roman style of marching camp. Furthermore those walls are huge! I have to use the wooden palisades so it looks roughly like a Roman camp only they are twice as large as a soldier, hence they may not be able to fire over them. I Have manually created turf ramparts above the normal battle map height. I have also created those L shaped enhances but no gate as with all Attila gates the ground rises behind it, plus they are twice as large as a normal palisade wall.

    Don't forget this is not a finished project yet.if I can add in Rome 2 assets we'll see what I achieve.
    Last edited by Petellius; June 17, 2015 at 08:07 PM.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  20. #20
    Miles
    Join Date
    May 2012
    Location
    The Netherlands
    Posts
    364

    Default Re: Roman forts?

    Quote Originally Posted by Petellius View Post
    if I can add in Rome 2 assets we'll see what I achieve.
    Not entirely sure, but I think one should be able to add in custom meshes and assets into Ted as well.

Page 1 of 4 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •