View Full Version : Rise of Rome Mod
Corn Shucker Feb 14, 2004, 07:18 PM Ok, still working on it but the MOD features the Rise of Rome Conquest available in Civilization III: Conquests, only with some major changes. Completely different Resources and placement [According to Historical Records]. Good amount of new units for all Civilizations (so far off of here, all creators will be given full credit don't worry.) I took a look at some of the Roman Mods they have on here, and let’s just say I'm not too impressed. And when I played the Rise of Rome Conquest I saw some things that I wanted to change around. I will be giving other updates (pictures and such) when I get going more but right now I'll just leave it as this. This is my 8th Mod just in case any of u was wondering, so I know how to do everything, lol it won't be crap. Give me feedback, Units, Ideas, anything you like, all is welcome.
Happy Valentines Day! :love:
CellKu Feb 15, 2004, 03:51 PM Would be nice to have some more units than in the original conquest. Will give more flavor. Will you make changes to the background of the advisor screens as well - maybe wood or stone as outside borders? BeBro did something like this for his Napoleon mod. It looked very nice!
All the best for your work! :)
CellKu
Corn Shucker Feb 15, 2004, 08:16 PM Prehaps some pics? I would be glad to do this for you but I need to know what you want :D thanks for the feedback though.
Ad Hominem Feb 16, 2004, 02:28 AM You are only the fourth (or are you actully #5?) to have announced that very same plan... me being one of the other three (or four).
Problem is none of the other guys seems willing to actually work together, everybody is creating his own version :confused:
CellKu Feb 16, 2004, 04:02 AM Originally posted by Corn Shucker
Prehaps some pics? I would be glad to do this for you but I need to know what you want :D thanks for the feedback though.
Well, I will look if I can find something. I didn't really think of anything special yet. Perhaps a texture of ancient pillars will look nice. (You see I am still on the way of putting it in concrete form :undecide: .)
@Adhominem: Were you able to get in contact with the others you were talking about? What do you plan to change, update etc.?
CellKu
CellKu Feb 16, 2004, 04:41 AM Maybe something like that?
CellKu
CellKu Feb 16, 2004, 04:46 AM Or that. Just to give an idea. :)
CellKu
loseth Feb 16, 2004, 05:45 AM In a modded Rise of Rome, I'd like to see:
*more realism in the tech tree
*more numerous, more balanced and more realistic units (including sea units)
*more playable factions
*more realistic resources
taylorray1 Feb 16, 2004, 10:32 AM The Romans had decent calvery, some ideas for tech tree the romans were first to use concrete
also you can have acient greek Knowledge as a tech
taylorray1 Feb 16, 2004, 10:38 AM Hey just had a great idea the Roman werent just conqueres all units should capture able lots of the barbarians joined the romans also You should have the game start with Romulos and his brother. Romulos as a setteler and his brother has a worker (they founded rome) you have some of the greek colonies donw in the south of italy and the independent greek colonie of carthage which was founded by a fleeing greek princess so also you should have a week greek empire because at this time the greek empire was week as rome was rising egypt and persia is the majot players at this time
taylorray1 Feb 16, 2004, 10:42 AM Fire awed the early Romans, as it did the Greeks and others. The Romans believed in a goddess of fire called Vesta, and they had a sacred temple of fire tended by four females -- the Vestal Virgins -- who were selected while they were children and were expected to serve thirty years. During their service they were expected to remain virgins, for the Romans believed that to please the gods, women who were unmarried and not trying to bear children should remain chaste.
A Vestal Virgin was part of the greatest legend among the Romans -- the legend about Rome's origins. The legend begins with a Vestal Virgin giving birth to twin boys and claiming that the boys had been fathered miraculously by the god Mars -- a god of fertility and later also of war. The Vestal Virgin was the sister of a king. The king believed his sister was lying and that she had violated a sacred law. To put things right with the gods the king had his sister imprisoned, and he had her twins put afloat in a basket on the Tiber River. The two boys, called Romulus and Remus, were expected to drown, but the river receded and the basket carrying the boys came to rest on the river's bank, where a shepherd found them.
Around the time of Jesus Christ, when this legend was still popular among Romans, a Roman historian named Livy tried looking back centuries to determine whether the legend was true. The earliest version that Livy found described the wife of the shepherd who rescued Romulus and Remus. It described her as a she-wolf (a *****) because of her alleged loose morals. Legends evolve, and by Livy's time the legend held that the boys had been rescued by a real female wolf -- a notion that was put into the famous Roman sculpture a wolf nursing the two boys.
According to the legend that Livy studied, Romulus and Remus grew into manhood, and they killed their uncle, the king, in revenge for his having imprisoned their mother and for his having unjustly usurped power from their grandfather. The boys restored their grandfather to the throne, and they founded Rome where they had emerged from the river.
Then Romulus and Remus quarreled -- as had Cain and Abel. Romulus killed Remus, and he became Rome's first king. To populate his city, Romulus gathered people from other countries. And, to give his subjects wives, he abducted young unmarried women from a nearby tribe called the Sabines -- an incident to be known as "The Abduction of the Sabine Women." The fathers of the women were outraged, and the Sabines retaliated by attacking the Romans. The abducted Sabine women, now apparently contented wives, intervened in the fighting and brought peace between their husbands and their fathers. The legend ends with Romulus, after a long reign, vanishing into a thunderstorm. He became a god. Then he reappeared, descending from the sky, declaring to those listening that it is the will of heaven that Rome be the capital of the world, that Romans cherish the art of war and that others realize that they cannot resist the strength of Roman arms.
taylorray1 Feb 16, 2004, 10:47 AM http://www.newgenevacenter.org/graphic/maps/rome.gif
roman map
taylorray1 Feb 16, 2004, 10:48 AM http://www.victor.bryant.hemscott.net/hgrafs08/rome_map3s.jpg
taylorray1 Feb 16, 2004, 10:54 AM heres greece
http://www.roman-emperors.org/greece.jpg
taylorray1 Feb 16, 2004, 10:56 AM heres persia now persia was mostly conquered by greece but greece was growing week so u might want to have some of the persian has indepentdent to represent rebelling cites http://images.google.com/imgres?imgurl=www.digitalbible.org/images/persian_empire_small.jpg&imgrefurl=http://www.digitalbible.org/charts_maps/maps_persia.html&h=346&w=500&sz=52&tbnid=17zBRMKXvQkJ:&tbnh=87&tbnw=125&prev=/images%3Fq%3Dmap%2Bof%2Bancient%2Bpersia%26svnum%3 D10%26hl%3Den%26lr%3D%26ie%3DUTF-8%26oe%3DUTF-8
CellKu Feb 16, 2004, 01:48 PM One more suggestion - this time concerning the tech tree.
You could expand the now existing one tech screen (not counting the "question marks").
Perhaps you could divide it into the eras:
1.) Era of the Kings
2.) Roman Republic
3.) Caesarian Time
and add specific techs to these eras.
As to units just a minor point: You might want to replace the Roman "Garrison" unit, as that one doesn't really fit into the picture.
CellKu
Drivebymaster Feb 16, 2004, 02:08 PM Could you make the mod when Ceaser was ruleing?
Corn Shucker Feb 16, 2004, 05:20 PM Wow, lol Rome wasn't built in a day, but this thread was :D it has grown LARGE overnight. Just yesterday there was only 1 post :) lol.
Well anyway, I wont answer all the questions right now, the fisrt one being taylorray1's post (1st one, about calvalry) Theres somewhere I read that The romans did not actully have a large calvalry. I was actully thinking about making a new calvalry unit but once I read that then I figured the Heavy Calvalry. In modding, I belive first add the main points, THEN add the finishing touches such as more (or a replacement) calvalry unit. Probly the Roman Calvalry Unit I would want to make is auxilia (Bebro made it but :D frankly, not that I have anything agains BeBro, I don't like the look of his units, they dont fit with the quality of Firax's units) heres a description of it:
Each legion was supported by auxila, non-citizens recruited mostly from the provinces. These soldiers were organized into cohorts of 500 or 10000 men. They were paid less than legionaries, served for longer, and were not as well trained. At the end of their service, however, they received Roman citizenship. They provided forces taht legionaries were not traided for, such as calvalry.
Most of that was useless, but I wanted everyone to know Exactly what auxilia is. Well moving on:
2:Also directed twards taylorray1: Remember-- I am baseing the map on the Rise of Rome mod (which means only Italy mostly is under Roman Infuence. My plan is to use the Conquest mod: Rise of Rome, only makeing it span over a much longer time.
3:Drivebymaster, Yes, I always wanted Ceaser ruleing :)
4:To Ad Hominem, I didnt know anyone else was doing this! I will post a new thread for the MOD, I say we DO team up. Find the other people and tell them to come to the thread.
Ok, here (http://forums.civfanatics.com/showthread.php?s=&threadid=78994) it is. (link to new thread)
If you REALLY need your question answered or I missed it, PM me and i'll get back to you (i always like gettin them :D)
Corn Shucker Feb 17, 2004, 09:45 PM Ok, back to this thread.... :) please post some more suggestions, questions, answers and such! lol. I really need that Imperial Legionary (lol wont be happy till i get it) hmmm not much more to say than that.
Corn Shucker Feb 17, 2004, 09:46 PM Hmmm I wonder who voted that they hate me already :D lol :D
Ekmek Feb 18, 2004, 06:58 AM I made some tweaks to the C3C version, stuff I added:
a Military academy with Imperialism to build armies
Added the Gauls (split the Celts and made them more centered in Britain)
Made A SLAVE specialist for cities that adds shields but reduces taxes (havent tested yet)
Add some of the units around like different graphics for the legions, the germanic units, etc.
Add a mercenary unit that requires gold, cheap to build very weak defense, hidden nationality, swordsman graphics
More naval units and made all as roads
Used different city graphics for rome and egypt (the caesar and cleopatra ones out there)
AUGUSTUSAM Feb 18, 2004, 09:58 AM I disagree that the Romans had decent cavalry of their own. The Roman footsoldier was the elite of the Roman war machine. The Roman Cavalry attached to a Legion was only 120 man strong. To few to make much of a difference in a large scale battle and this is why the Romans made good use of Auxillary Cavalry. The actual Roman Cavalry was poor and was mauled in many battles, most notably at Cannae. The Auxillary Cavalry were good, especially when Gaul was conquered and they had access to the famous Gallic Cavalry. Julius Caesar used German Mercenary Cavalry against the Gauls themselves. The "Roman" cavalry did become a very good force later in the Empire years.
Perhaps a German Mercenary Cavalry unit could be made.
An Auxillary Footsoldier is a must! Why have good Romans die when you can get a non-Roman(citizen) to do it for you.
I would like to see a new Iberian mercenary made - Foot and Horse. The Carthaginians relied heavily on mercenaries.
Just some thoughts, will think of some more and post as they pop in my head...
CellKu Feb 18, 2004, 01:05 PM Corn Shucker, I saw you posting in BeBros Napoleon mod thread. So you saw the frame he made for the advisor screens (his post #2). Well, I suggested something like it in a pillar style. However, it is not really important and don't put to many thoughts into that. It was just an idea and when you asked me for some pics ... :) :)
Do you think you will implement some of Ekmeks units etc.? Might be nice. :)
@Ekmek: I would like to try your mod. Did you post it here at CivFanatics? If yes, could you provide a link? Thanks :)
CellKu
Corn Shucker Feb 18, 2004, 04:39 PM Ekmek, I too would like to see your mod. and CellKu, so THATS what you ment :) Yes BeBro did an awsome job on that... but i dont really know how to do that. I may learn how to do that, but if i dont, i will need someone else to do that for me.
AUGUSTUSAM Feb 19, 2004, 07:26 AM Perhaps you could incorporate the Corvus into the mod. It was the invention that helped the Romans defeat the Carthaginians at sea, making a sea battle into a land battle.
How to do this I am not sure, perhaps give the Roman Galleys an extra hit point or extra attack and defense which would become available with a later sea research, Navigation maybe? Or it could be a new naval vessel made available with a researched tech for the Romans. Just some brain storming...
Corn Shucker Feb 19, 2004, 04:11 PM Alright, thanks for your feedback augustusam l'll see what i can do
CellKu Feb 20, 2004, 02:02 AM Corn Shucker, I found some Roman city graphics in the graphics forum. What do you think about them? Maybe you could implement them into your mod? :)
The link is:
http://forums.civfanatics.com/showthread.php?s=&threadid=78771
CellKu
CellKu Feb 20, 2004, 07:11 AM These city graphics I like even more (just found them):
http://forums.civfanatics.com/showthread.php?s=&threadid=71781
What do you think? (Although..., maybe these graphics would only be adequate for Rome itself.)
:)
CellKu
Ekmek Feb 20, 2004, 11:03 AM I'll Zip all my files (units, city graphics, etc) and post my mod tonight (atleast I'm planning on it).
The Last Conformist Feb 20, 2004, 11:32 AM One of the most annoying things with the Firaxian RoR Conquest from a gameplay perspective is a naval combat, which doesn't reach even vaguely near the quite restrictive limits of the CivIII engine. It's basically build the biggest stack of ships and slug it out.
So, any fan-made RoR scen that tries to improve on Firaxis work should definitively try and make naval fighting more interesting.
davbenbak Feb 20, 2004, 11:51 AM Is your aim to chronicle the rise of Rome exclusively? If you are then a big challenge will be to make the other computer controlled powers behave historically. One of the unique advantages that allowed the Roman empire to mushroom to one of the largest empires of ALL time was their gift for civil administration in other words BUREAUCRACY. Make sure and either tone down corruption for them or crank it up for everyone else. It made their military efficient, gave them a finacial edge over other civ's and was driving force behind absorbing conquered peoples. I even suggested it as a civ trait to Conquest developers. Also, give Rome an edge on cultural conversions. This will give players the ability to focus on things other than building military units.
Ekmek Feb 20, 2004, 11:58 AM Last conformist,
I added to my mod the Trireme and Quinquierem (sp) as more choices for the navy instead of just galley and curragh. Doesnt add too much though :(
Corn Shucker Feb 20, 2004, 07:55 PM how would you suggest adding the naval stratagy? It seems I dont know quite what to do to enhance that lol. Let me know and I'll work on it.
Davbenbak, thanks for the feedback i'll see what I can do.
I'm so glad so many people are putting in they're thoughts! Many of these I would have never thought of, Thanks, all of you! lol.
Ekmek Feb 20, 2004, 09:58 PM Here's my mod:
http://www.civfanatics.net/uploads6/Ekmek-RoRome.zip
youll see various units there, If you have questions as to what unit they are just ask and I'll fnd the link.
Note Citizen graphics use Caesar king unit
Corn Shucker Feb 20, 2004, 10:52 PM Ok. I love the new cities! Now is the choice between the versions though. Vote and let me know! 1, or 2. (I vote for 2, because it seems like the Circus Maximus is just setting on the outskirts of the city :) lol.) let me know.
I took a look at your mod :) did you use any new files, such as units or resources? just wondering. thx.
CellKu Feb 21, 2004, 04:10 PM Corn Shucker, in City 1 the Circus Maximus is at least included. :) Wouldn't it be nice to have it? Or do you want to reserve that graphic for Rome itself (is there a way to use different city styles for one civ?).
CellKu
AUGUSTUSAM Feb 23, 2004, 09:35 AM I like the Circus Maximus in 1 but like the Triumpal Arch in the 2nd. I am torn!
On other matters, The leaders need to be revamped. It is unhistorical to have Trajan and Hadrian as your first two leaders coming out! This is not a comprehensive list of Roman Generals but here is some suggestions in order(I think)...
Pre-Punic Wars
Cincinnatus
Marcus Valerius Corvus
Punic Wars-Caesar
Scipio Africanus
C. Claudius Nero(defeated Hasdrubul with co-consul Livius)
Titus Quinctius Flaminius - Defeated Macedon (first war)
Aemilius Paullus -Defeated Macedon(2nd war)
Scipio Aemilianus(sacked Carthage, 3rd Punic war)
Marius
Sulla
The time of Caesar
Pompey
Caesar
Antony
Agrippa
Octavian(Augustus)
I could provide leaders for other civ's if needed. What time frame are you starting with? A historic inaccuracy with Civ's Rise of Rome is the inclusion of Persia. Alexander the Great destroyed Persia and with his death his Empire was broken into 3 parts, Macedon, Ptolemaic Egypt, and Seleucid Empire which we would associate with Persian Lands. The Seleucid Empire would be more historical then including Persia. Of course this is minor but I am just throwing it out there.
A question(though probably impossible) would be awesome to victorious generals the possibility of revolting...
CellKu Feb 24, 2004, 05:42 AM Corn Shucker, how far are you with modding? I saw the units are being developed. Quite an interesting discussion there! :D
Have you already checked the graphics forum for additional building graphics, e.g. the Senate, Roman hospitals etc.? (Haven't seen too many posts of you there as compared to the other forums. ;) )
Looking forward to the release! :)
CellKu
davbenbak Feb 24, 2004, 09:40 AM Another thing you might concider is the part that Roman roads played. In my mod I created a Roman UU that could build roman roads (I renamed railroads) to represent the incredable edge the Roman army had in the way of military and civil engineering.
The Last Conformist Feb 24, 2004, 10:10 AM Suggestions for making naval combat more interesting:
i) Differentiate between warships and transports. Warships could still be allowed to carry a single Foot unit.
ii) Have a few generations for each type of ship, forcing players to keep their floating material up-to-date.
iii) Have attack factors higher than defense ones, to reward initiative and manoeuvre.
davbenbak Feb 24, 2004, 10:27 AM Another thought on naval units. All ancient naval battles took place within the sight of land. While sailors would brave the open seas for wealth from fishing or trade, soldiers were loath to loose sight of and safety of the shore line. The ability of ancient ships to be seagoing should not be underestimated. Ocean terrain on your map should be strategically placed. The great light house will be a huge advantage in your mod.
Corn Shucker Feb 24, 2004, 05:26 PM thanks for the input
Corn Shucker Feb 24, 2004, 05:36 PM @The Last Conformist: What would you suggest for my ship types (Im one othe people who only uses units that are pleasing to the eye :) I wont use a graphic that is completely out of the era and name it to look like it... but occasionally i will use the same graphic as an early model and rename it and add stats and junk, Is that what you would suggest, other question are there any naval ship unit graphics on the forums from this era? If there are i havent seen them or didnt notice them :) let me know!
CellKu Feb 25, 2004, 02:17 AM If there isn't any naval unit to your liking, what about asking aaglo? As you can see in the units forum, he seems to be very much into creating galleas etc. Maybe he can help you out? Like Kinboat did with the Legionary. :)
CellKu
Corn Shucker Feb 25, 2004, 08:36 PM I actully tryed going to aalgo first befor Kinboat about the legionary, but he never replys to pms!!! lol. Dont know whats wrong, i sent like 3 over a period of a week and a half. But man am i likeing Kinboat's work :) If I could get ahold of him then I would ask him :) If you can let me know. I'll talk to Xen and figure out what kind of naval unit i would want (since he seems to be our friendly neighborhood Roman Expert :lol: ) Thx though
CellKu Feb 26, 2004, 03:12 AM Indeed, Xen seems to be quite an expert! And he might be able to provide you with a lot of pics! So you will know for sure what you want. :D
As to Kinboat's unit: It rocks, totally! I saw it. I can't wait to see this project done. You initiated a very inspired work of art! :D
CellKu
Tathlum Feb 27, 2004, 09:07 AM About the Corvus.
Let Roman ships enslave other ships and maybee add a point of defence. The Corvus rocked, however it was soon dropped as the weight unbalanced Roman ships and made them capsize way to easy.
Ekmek Feb 27, 2004, 09:26 AM cornshucker there are some decent triereme and seige ram units out there and you can use the firaxis dromon. all liven up the naval war a bit.
davbenbak Feb 27, 2004, 11:15 AM Another thought might be to give the roman legions the enslavment option. Then create an auxiliary unit for the enslaved unit to be converted to. This could represent the addition of barbarians as auxiliary forces to the roman army. Also a good source of garrison troops so the legions can move on to the next target.
AUGUSTUSAM Feb 27, 2004, 11:24 AM Another thought might be to give the roman legions the enslavment option. Then create an auxiliary unit for the enslaved unit to be converted to. This could represent the addition of barbarians as auxiliary forces to the roman army. Also a good source of garrison troops so the legions can move on to the next target.
I second this request! This would be excellent!
Corn Shucker Feb 27, 2004, 06:10 PM that sounds great! lol I never though of that, its a great idea, i'll put it in!
CellKu Mar 06, 2004, 03:22 AM Corn Shucker, I think I have found something that comes close to what I talked in the beginning of this thread: an "Ancient Screen Interface" (by BeBro):
http://forums.civfanatics.com/showthread.php?s=&threadid=27723
Corn Shucker Mar 06, 2004, 09:09 AM THANK YOU SO MUCHO CELLKU!!! lol this is exactly what i'm (and you I think) am lookin for! I'll dload it right away!
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