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Thread: 356 AD Overhaul

  1. #21
    Frunk's Avatar Form Follows Function
    took an arrow to the knee

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    Gold Coast
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    Default Re: 356 AD Overhaul

    Athos, can I suggest you make use of the [spoiler] tag for posts with many images?

  2. #22

    Default Re: 356 AD Overhaul

    Oh ya my bad, actually have no idea how to do that. I'll try to do that when I put up the next batch of screenshots.

  3. #23

    Default Re: 356 AD Overhaul

    Awesome units!
    The afore-mentioned personage has been marked for honorable execution
    in accordance to the lawful tradition and practice of the Morag Tong Guild.
    The Bearer of this non-disputable document has official sanctioned license
    to kill the afore-mentioned personage.

  4. #24

    Default Re: 356 AD Overhaul

    Are battle mechanics going to be altered?

  5. #25

    Default Re: 356 AD Overhaul

    Wonderful job!

  6. #26

    Default Re: 356 AD Overhaul

    @Marcello at this moment it will only be things like movable shield walls and better ai and other incorporated mods that make things more historically accurate.

  7. #27

    Default Re: 356 AD Overhaul

    Screen shots!
    Spoiler Alert, click show to read: 
    Last edited by Athos187; November 26, 2016 at 02:05 AM.

  8. #28

    Default Re: 356 AD Overhaul

    Spoiler Alert, click show to read: 

  9. #29

    Default Re: 356 AD Overhaul

    The two Roman Empires will now start at war with each other. I have been play testing and this mod has provided me with a really unique experience. Now it is more like fighting a world war with thousands of soldiers and heavy industrial power instead of the fight for survival against barbarian hordes in vanilla.
    Spoiler Alert, click show to read: 



  10. #30

    Default Re: 356 AD Overhaul

    This looks pretty good. You did a really good job with the Roman units. Have you done any work on the non Roman factions?
    Last edited by Jason Wolf; December 01, 2016 at 03:40 PM.

  11. #31
    mhawari's Avatar Miles
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    Default Re: 356 AD Overhaul

    I hope u will add more Nomadic tribe's too.

  12. #32

    Default Re: 356 AD Overhaul

    Haven't done any yet but doing the foederati inspired me to want to make a german reskin pack, that will be later on tho. Also might do some others if I get inspired.

    @mhawari
    I'm still learning about this time period so I'd appreciate it if you could post some pictures I can use as a reference or for inspiration for doing the nomadic tribes.

  13. #33

    Default Re: 356 AD Overhaul

    Hope these help a bit Athos.

    Spoiler Alert, click show to read: 


    Copyrighted image removed.




    Copyrighted image removed.



    Last edited by Lifthrasir; December 02, 2016 at 08:15 AM.

  14. #34

    Default Re: 356 AD Overhaul

    Very nice, thanks!

  15. #35

    Default Re: 356 AD Overhaul

    Quote Originally Posted by Athos187 View Post
    The two Roman Empires will now start at war with each other. I have been play testing and this mod has provided me with a really unique experience. Now it is more like fighting a world war with thousands of soldiers and heavy industrial power instead of the fight for survival against barbarian hordes in vanilla.
    What sort of changes does this entail? Stronger starting economy ? Expanded cities ?

  16. #36

    Default Re: 356 AD Overhaul

    At the moment I am working on getting down the balance of starting buildings (looking into historically accurate economic centers and weapons/armor manufacturing centers), armies (historically accurate mix of heavy spear and cavalry with light skirmishers and heavy artillery) and trade so that you start with realistic armies and economics. You also start at peace with all the other factions. I am going to work on the naval troops this weekend, fix a couple glitches and add some more variation for eastern romans and then it should be ready for release.
    Last edited by Athos187; November 29, 2016 at 03:52 PM.

  17. #37

    Default Re: 356 AD Overhaul

    If you want I can give you a list of the roman state arms factories.

  18. #38

    Default Re: 356 AD Overhaul

    Ya that would make things a little easier

  19. #39

    Default Re: 356 AD Overhaul

    Shields -Treveri, Augustodunum, Aquincum, Carnuntum, Lauriacum, Cremona, Horreum Margi (in Illyria)

    Shields, swords - Ambianum

    Shields, saddle covers and various weapons - Sirmium

    Shields and other arms - Antioch, Damas, Edessa, Nicomedia, Sardis (in Lydia), Hadrianopolis Marcianopolis,

    Verona

    Armour - loricariae - Mantua

    Armour - clibanariae - Augustodunum, Antioch, Caesarea in Cappadocia, Nicomedia

    Swords - Luca and Rheims

    Lances - Irenopolis in Cicilia

    Bows - Ticinum (Pavia)

    Arrows - Concordia, Matisco

    Artillery - Treveri, Augustodunum (Autun)

    Various Weapons -Thessalonica, Naissus, Ratiaria, Salona, Argentomagus (Argenton sur Creuse, Suessiones,

    Ravenna ( ?), Constantinople (from the time of Justinian)

    From "arms of the Romans"
    Last edited by marcello; November 30, 2016 at 05:33 AM.

  20. #40

    Default Re: 356 AD Overhaul

    Some comments would be necessary but I do not have much time atm. For example it is assumed that in the east bows were supplied by contractors, hence no centralized factory.

    I might try something similar with the economy. At least the major active mints and stuff like that..
    Last edited by marcello; November 30, 2016 at 05:35 AM.

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