Some Greek Units

ok dear all,last time to bother you with this.

i have downloaded the revolution mod,but i cant take xml or something else.it is concentrated in a FPK file.it s possible to open this or to explore somehow?
 
I agree with you on the psychological part of the ballista, but it was still used during sieges so many sources that I have list it as a siege weapon, I may have gotten the request mixed up when he was asking for a machine to destroy fortifications. :lol: If so, the good old fashion ram was probably just as good as any.

Also wouldn't a siege be the perfect place to "snipe" enemy troops with a ballista whether your attacking or defending since most of the people are stationary or are gathered close together (on the walls and/or trying to get on the walls)? I mean, for the defenders at least, a well placed ballista bolt or stone could probably destroy/knock over siege ladders (and of course killing the troops trying to climb up said ladders), obstruct and harass ram operators, penetrate/destroy shields/shielding and so on? For the attackers it could also be useful to harass the troops on the walls and/or the civilians inside of the town, Josephus states that the Romans used them in this manner.
Indeed, I would say that it is during the siege that tactical sniping becomes even more important since instead of having to really worry about the whole enemy army, there are really only a few main points of interest on the battlefield (the ladders, rams, and so on). I always read that it was Alexander who popularized the use of the ballista on the battlefield, before this it's use was limited to sieges. Surely they must have been useful during siege operations.
 
That's all true. The main point I was making is that the ballista isn't very good at destroying fortifications, it's main use was as an ancient sniper rifle. Keep in mind though you aren't just talking about a bullet shooting someone in the head either, it would skewer it's target with a 6 foot bolt, and would cut through armor like butter, and it could travel through multiple targets in a formation and thus skewer a line of soldiers, makeing an infantry kabob. Anyway though, what I was saying is it wasn't used like a treb or later cannons that would bust down walls, and it didn't inflict mass causulties. But as you say in a siege having a psycologically terrifying sniper rifle is probably pretty useful, and it's also really useful in field battles, as it can scare the . .. .. .. . out of infantry, and wreck their formations (how would it feel to stay in a nice square formation as every few minutes a bolt comes through and skewers one or two peopel?, I mean in the overall line, that's not doing much damage, but it's effect on morale would be devestating).
 
You respond before I could edit my post! Now I see what you are saying, I got siege weapon (engine used during a seige) and siege engine mixed up (a engine used to destroy or get around walls). :lol:
The greeks probably used ladders and rams like everyone else during the period.
 
But really I was looking for middle aged greeks, if I knew what they looked like back then i could make them myself.

As far as my history knowledge goes, in the middle ages Greece (and the Peleponnesos in particular) fell under the jurisdiction of the Byzantine Empire... at least, most of the time.
 
The Byzantine Empire was essentially Medieval Greece.
 
Hi Bakuel,
while I was working on your wonderful ancient spearman, I've noticed a defect on right hand as showed in pic 1. Firstly I was thinking that I made something wrong, but then I've realized that the same defect appears in game shot (pic 2).
Do you plan to fix it? Alternatively I'm going to reuse your textures on new models.


EDIT
--------
Using this Coyote tip, I've just fixed the hand re-rigging the whole model. Unfortunately there are some other vertices that require a manual fix. I'll do that asap. Also I'll replace textured leg armor with real one
 

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  • defect.jpg
    defect.jpg
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I'll fix it over the weekend, I still have the blender files. Can't believe that slipped through the cracks.
As for the leg armor, I find the extra polys at civ scale not to be worth it for leg armor, but to each their own. :)
 
Bakuel,
here is a fixed (FX only) version of your phalanx.
I've put it into a firaxis greekphalanx nif with firaxis weapons because I re-rigged it using that model. Obviously, now it works with greekphalanx animations.
I don't know how it works into his original nif with its original weapons and animations.
 

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The original unit worked with the greekphalanx animations, so all the weapons should work as well, if you want to use them.
 
I got problems with the WarElephant ( which I love much ! the skin is so ... great ! )

I tried Vanilla WarElephant, WarElephant, Carthage WarElephant .kfm and I still have a problem of 90° on the right. Could you tell me what animation should I use ?

Thanks :)
 
Are you sure? Because mine works perfectly fine and this is the XML:

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_WAR_ELEPHANT_GREECE</Type>
			<Button>,Art/Interface/Buttons/Units/WarElephant.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,2</Button>
			<fScale>0.32</fScale>
			<fInterfaceScale>0.6</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Greece/WarElephant/GreekWarElephantFinal.nif</NIF>
			<KFM>Art/Units/WarElephant/WarElephant.kfm</KFM>
			<SHADERNIF>Art/Units/Greece/WarElephant/GreekWarElephantFinal.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/WarElephantShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.45</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>
 
Are you sure? Because mine works perfectly fine and this is the XML:

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_WAR_ELEPHANT_GREECE</Type>
			<Button>,Art/Interface/Buttons/Units/WarElephant.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,2</Button>
			<fScale>0.32</fScale>
			<fInterfaceScale>0.6</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Greece/WarElephant/GreekWarElephantFinal.nif</NIF>
			<KFM>Art/Units/WarElephant/WarElephant.kfm</KFM>
			<SHADERNIF>Art/Units/Greece/WarElephant/GreekWarElephantFinal.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/WarElephantShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.45</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

I was sure until you post your own xml :lol: Thank you. I had an error inside my tags for sure and I read it one hundred time ! :crazyeye:

It's ok now ;)
 
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