cRPG

cRPG => Suggestions Corner => Topic started by: Heresiarch on May 17, 2011, 10:47:32 pm

Title: Roman Armor and Weapons
Post by: Heresiarch on May 17, 2011, 10:47:32 pm
Why aren't there any Byzantine/Roman armor and weapons when there is Verangian?
Most that we know of the Germanic people comes from Roman account, and the two civilizations had many encounters with one another.
Would you also like to see a huskarl fight a legionary like me? :)
Title: Re: Roman Armor and Weapons
Post by: Thovex on May 17, 2011, 11:08:51 pm
Why aren't there any Byzantine/Roman armor and weapons when there is Verangian?
Most that we know of the Germanic people comes from Roman account, and the two civilizations had many encounters with one another.
Would you also like to see a huskarl fight a legionnaire like me? :)

That'd be insane for Everkistus's Theme Wars, Romans vs Vikings

While we're at it can we add those wagons that are attached after 2 horses, I forgot their name.  :P
Title: Re: Roman Armor and Weapons
Post by: Broc on May 17, 2011, 11:10:31 pm
That'd be insane for Everkistus's Theme Wars, Romans vs Vikings

While we're at it can we add those wagons that are attached after 2 horses, I forgot their name.  :P
Chariots?
Title: Re: Roman Armor and Weapons
Post by: Christo on May 17, 2011, 11:10:45 pm
That'd be insane for Everkistus's Theme Wars, Romans vs Vikings

While we're at it can we add those wagons that are attached after 2 horses, I forgot their name.  :P

Chariots?

lol.
Title: Re: Roman Armor and Weapons
Post by: Diomedes on May 18, 2011, 12:10:37 am
The omission of Roman/classical gear is a long-standing issue in cRPG.  I'm sure many in the community would be happy to provide chadz with textures and accurate item specifications.  +1 if it matters at this point.
Title: Re: Roman Armor and Weapons
Post by: Thovex on May 18, 2011, 12:35:06 am
Chariots?

Yessss add chariots.

And elephants.
Title: Re: Roman Armor and Weapons
Post by: Reinhardt on May 18, 2011, 12:52:31 am
Yessss add chariots.

And elephants.
No.

But roman armors would be alright I guess. Legione Italica would probably have fun with them, based on their faction.
Title: Re: Roman Armor and Weapons
Post by: Original_Sin on May 18, 2011, 01:28:20 am
kinda offtopic..
I would like to see pirate's armor and weapons but I can't really make weapons/armor textures.
and I don't have time to learn all this stuff.

too bad some 16 years old kids would make a clan or a faction or something, after adding all this shite.
Title: Re: Roman Armor and Weapons
Post by: Havoco on May 18, 2011, 02:52:25 am
Design them and see if chadz accepts them. I am learning how to model and texture right now and was planning on making some  landsknecht, roman, and some better looking leather armors.
Title: Re: Roman Armor and Weapons
Post by: Socrates on May 18, 2011, 06:26:59 am
Been talked for a long time. This was being decided to add, still don't see why they haven't added when it's up to quality. It's an OSP.
http://forums.taleworlds.com/index.php/topic,123765.msg2988663.html#msg2988663 (http://forums.taleworlds.com/index.php/topic,123765.msg2988663.html#msg2988663)

http://imageshack.us/photo/my-images/31/mb3q.jpg/ (http://imageshack.us/photo/my-images/31/mb3q.jpg/)
Title: Re: Roman Armor and Weapons
Post by: Frell on May 18, 2011, 07:03:47 am
Would love roman stuff.

Im a 3d character artist myself and i've always been interested in working on a mod so if anyone needs me.... :O

ADD WHAT SOCRATES POSTED!
Title: Re: Roman Armor and Weapons
Post by: Vibe on May 18, 2011, 10:13:45 am
+1 for roman stuff!
Title: Re: Roman Armor and Weapons
Post by: ManOfWar on May 18, 2011, 01:43:34 pm
We need pirate stuff to counter all the ninjas!
Title: Re: Roman Armor and Weapons
Post by: Frell on May 18, 2011, 09:58:58 pm
what is a ninja in warband?
Title: Re: Roman Armor and Weapons
Post by: Miriam on May 18, 2011, 10:35:31 pm
I'd like to see Roman equipment too!
Title: Re: Roman Armor and Weapons
Post by: Tavuk_Bey on May 18, 2011, 10:51:31 pm
+1 for byzantine gear.
Title: Re: Roman Armor and Weapons
Post by: MrShovelFace on May 18, 2011, 11:29:38 pm
Been talked for a long time. This was being decided to add, still don't see why they haven't added when it's up to quality. It's an OSP.
http://forums.taleworlds.com/index.php/topic,123765.msg2988663.html#msg2988663 (http://forums.taleworlds.com/index.php/topic,123765.msg2988663.html#msg2988663)

http://imageshack.us/photo/my-images/31/mb3q.jpg/ (http://imageshack.us/photo/my-images/31/mb3q.jpg/)

cuz romans dont mesh well with the vikings vs knights vs ninjas vs samurai vs mongol vs arabian vs turk vs russian theme
Title: Re: Roman Armor and Weapons
Post by: Toffi on May 18, 2011, 11:47:58 pm
there are now asian-manga armours and russian armours in here, so why not... -.-
Title: Re: Roman Armor and Weapons
Post by: Frell on May 19, 2011, 12:04:43 am
Honestly Id prefer this all to be traditional medieval, but what the hell its already mixed so much already...
Title: Re: Roman Armor and Weapons
Post by: ArchonAlarion on May 19, 2011, 12:47:34 am
If they had mounts and if they had blades they should be in.
Title: Re: Roman Armor and Weapons
Post by: MrShovelFace on May 19, 2011, 12:53:18 am
whos to say that calradia didnt at one point have a faction using loricas and shortswords with jackass sized shields.
Title: Re: Roman Armor and Weapons
Post by: SchokoSchaf on May 19, 2011, 12:57:28 am
If they had mounts and if they had blades they should be in.
North American 19th century cavalry officers?  :lol:
Title: Re: Roman Armor and Weapons
Post by: Diomedes on May 19, 2011, 01:17:52 am
I'm just waiting for someone to produce a homemade Deadliest Warrior series using entirely cRPG maps, gear, and players.  "Ninjas were skilled swordsman while Spartan hoplites were excellent spearmen.  In this demonstration, we've paired Socrates, fighting as a ninja, against Canary, fighting as a Spartan.  Both will use traditional weapons in a variety of environments as we decide

who

is

the



DEADLIEST WARRIOR

*theme music*
Title: Re: Roman Armor and Weapons
Post by: Frell on May 19, 2011, 03:21:45 pm
You know what, while we're at it lets get this, too:

http://www.youtube.com/watch?v=5rS6egP-4uc

http://www.mbrepository.com/file.php?id=1003


So i can jizz all over my keyboard
Title: Re: Roman Armor and Weapons
Post by: Broc on May 19, 2011, 04:05:06 pm
I'm just waiting for someone to produce a homemade Deadliest Warrior series using entirely cRPG maps, gear, and players.  "Ninjas were skilled swordsman while Spartan hoplites were excellent spearmen.  In this demonstration, we've paired Socrates, fighting as a ninja, against Canary, fighting as a Spartan.  Both will use traditional weapons in a variety of environments as we decide

who

is

the



DEADLIEST WARRIOR

*theme music*
There would need to be Socrates and Canary experts who get in each others faces.
Title: Re: Roman Armor and Weapons
Post by: Stabby_Dave on May 21, 2011, 12:51:49 pm
There are some nice armours by the looks of it in that Mount and Gladius mod. They should definitely be put into CRPG.
Title: Re: Roman Armor and Weapons
Post by: ArchonAlarion on May 21, 2011, 06:33:03 pm
North American 19th century cavalry officers?  :lol:

I see the flaw in my logic  :)

Well, the reasoning for excluding north american cavalry officers would be that their technology (industrial manufacturing of uniforms and weaponry) is too far beyond that of the medieval-centric tech of calradia/m&b. Classical Roman soldiers existed in a different time period, but fit technologically. Better tech than viking/barbarian/searaiders, but less tech than 16th century armies (basically). The same reasoning could be applied to ninjas, samurai's, mongols, ancient greeks, etc.

Generally, cultures that fought with pre-industrial technology will fit.

In theory, you could include cultures of any technology, and create some sort of system where higher technology comes at some cost to the player. For instance, unlocking tech with generations.
Title: Re: Roman Armor and Weapons
Post by: Sharky on May 22, 2011, 12:17:15 pm
No.

But roman armors would be alright I guess. Legione Italica would probably have fun with them, based on their faction.
Yep it would be awesome to finally have something decent to wear, instead of all this barbaric gear  :P.

Also greek and byzantine stuff would be cool. But devs thinks byzantines had russian equip.
Title: Re: Roman Armor and Weapons
Post by: Gamerofthegame on May 22, 2011, 08:12:46 pm
I'm all for having a load of different stuff purely for cosmetics. Could basically be mirror weapons of regular stuff - IE a Roman sword is the same as some other sword, stat-wise, but you choose depending on a look you want.
Title: Re: Roman Armor and Weapons
Post by: Diomedes on May 23, 2011, 12:14:01 am
Why purely cosmetic?  They're different weapons and armour so give them different stats.  The gladius, for example, was a superb stabbing sword and should be given stats as such.
Title: Re: Roman Armor and Weapons
Post by: Gamerofthegame on May 23, 2011, 06:18:01 am
Because then you're have 20+ weapons, or whatever, to balance?

Think of the devs, now.
Title: Re: Roman Armor and Weapons
Post by: Diomedes on May 23, 2011, 07:29:55 am
New weapons aren't balanced by making mock fights against every other weapon but by seeing whether or not its particular strengths overcome the weaknesses inherent in its class.  A gladius with a moderate slash, moderate length, and a wicked stab would still fall prey to longer weapons and be of poor use on horseback (as most 1h should be).  What it would have would be a unique and specific capacity to penetrate tin cans, just like the 1h picks which don't have stab, and 1h spears, which have length but poor manipulability.  It seems to me that even high Roman tier gear wouldn't be so overpowered that it would be unduly painful to balance.  So long as new items are not aiming to be the absolute best (e.g. pre-patch side sword, pre-pre-patch Flamberg, etc.) balancing won't be a very difficult issue.
Title: Re: Roman Armor and Weapons
Post by: Joseph on May 23, 2011, 07:31:41 am
Because then you're have 20+ weapons, or whatever, to balance?

Think of the devs, now.

Just copy paste the stats of another sword, less management for the dev. and a nice roman skin. Everybody is happy.
Title: Re: Roman Armor and Weapons
Post by: Exitialis on June 01, 2011, 09:27:51 am
Been talked for a long time. This was being decided to add, still don't see why they haven't added when it's up to quality. It's an OSP.
http://forums.taleworlds.com/index.php/topic,123765.msg2988663.html#msg2988663 (http://forums.taleworlds.com/index.php/topic,123765.msg2988663.html#msg2988663)

http://imageshack.us/photo/my-images/31/mb3q.jpg/ (http://imageshack.us/photo/my-images/31/mb3q.jpg/)

Please include these. Or if there is space issues it's nice if you could include just the basic roman armor, the normal helm, praetorian helm, legionary armour, the heavy greaves, scutum, gladius.

If this is done, Exitialis will become his true past evil.
Title: Re: Roman Armor and Weapons
Post by: Wildling on June 01, 2011, 03:20:35 pm
1+


DOOO EEET DONKEYZ!! We already have tons of Russian and Japaneseee aka Weaboo armor.
Title: Re: Roman Armor and Weapons
Post by: Pdogg5954 on June 03, 2011, 03:49:53 am
Only if there is Germanic barbarian equipment as well!!!

Bodypaint maybe?
Title: Re: Roman Armor and Weapons
Post by: Myltinous on June 22, 2011, 02:27:00 am
Will sell my soul for Roman digs!

+1
Title: Re: Roman Armor and Weapons
Post by: ToxicKilla on June 23, 2011, 09:06:45 am
North American 19th century cavalry officers?  :lol:
Screw those! We need the Royal Scots Greys outfit and swords. Big fluffy hat all the way!
Title: Re: Roman Armor and Weapons
Post by: Lisandro on June 23, 2011, 09:20:24 am
just a lorica and a crest helmet to reach the happiness
Title: Re: Roman Armor and Weapons
Post by: OoberNoob on June 23, 2011, 04:00:37 pm
+ 1 Ive been wanting this for a while
Title: Re: Roman Armor and Weapons
Post by: ifreaky on June 23, 2011, 04:17:09 pm
-1. The Roman Empire armor does not match with all the other items. The other items are coming from around the same time period.
Roman armor don't.
Title: Re: Roman Armor and Weapons
Post by: Memento_Mori on June 23, 2011, 04:39:49 pm
-1. The Roman Empire armor does not match with all the other items. The other items are coming from around the same time period.
Roman armor don't.
^ no, it ruins my immersion if armor and items are from 'around the same time period'
'around the same time period' whenever that is, coz that sounds so specific.



more items = better
Title: Re: Roman Armor and Weapons
Post by: Hunter_the_Honourable on June 27, 2011, 09:25:32 am
people who bring up this "timezone" shit for cRPG are basically saying no I don't like it personally and all the other armors and weapons were made around the same time so no. I think that if enough people want it in then it should be so who are we to stop new things from being added with no REAL proof that it is flawed  :?:
Title: Re: Roman Armor and Weapons
Post by: Gheritarish le Loki on June 27, 2011, 12:38:55 pm
What is the time period of Calradia?

But seriously, what respect of time zone do you see on server? We see samurai armor with great helm shield and a axe, scimi with huscarl, katana with hertaldic, where is the respect of time period?

Roman armor will not impact the so-called immersion, it will just add diversity and fun.
Title: Re: Roman Armor and Weapons
Post by: Christo on June 27, 2011, 02:22:16 pm
What is the time period of Calradia?

But seriously, what respect of time zone do you see on server? We see samurai armor with great helm shield and a axe, scimi with huscarl, katana with hertaldic, where is the respect of time period?

Roman armor will not impact the so-called immersion, it will just add diversity and fun.

Warband campaign starts at.. 1257? Or something like that.

*Starts a campaign to check.*

Confirmed, Calradia campaign starts at 1257.  :)
Title: Re: Roman Armor and Weapons
Post by: [ptx] on June 27, 2011, 02:26:35 pm
Mount&blade has a fictional setting.
Neither at 1257 nor anytime later did ninjas and samurais invade Europe.
Title: Re: Roman Armor and Weapons
Post by: Gheritarish le Loki on June 27, 2011, 02:28:00 pm
1257, Ok, of what time? After jesus christ or is it a chinese calendar?

Title: Re: Roman Armor and Weapons
Post by: H3ADSH0T on June 29, 2011, 05:46:13 am
Warband campaign starts at.. 1257? Or something like that.

*Starts a campaign to check.*

Confirmed, Calradia campaign starts at 1257.  :)

And Calradia is a historical place and native is an account of real life in the 1200's. Yup
Title: Re: Roman Armor and Weapons
Post by: CtrlAltDe1337 on June 29, 2011, 06:43:20 am
I wouldn't mind LATE Roman period stuff and Eastern Roman (Byzantine) stuff, but no lorica segmentata please.
Title: Re: Roman Armor and Weapons
Post by: Armbrust_Schtze on June 29, 2011, 05:42:56 pm
no ancient armors!

-1
Title: Re: Roman Armor and Weapons
Post by: Hunter_the_Honourable on June 29, 2011, 06:38:06 pm
no ancient armors!

-1

may i ask why we shouldn't?
Title: Re: Roman Armor and Weapons
Post by: zagibu on June 29, 2011, 07:30:59 pm
Maybe he just doesn't like them? Would you want to see kevlar vests and modern composite bows in the mod? What about stun batons or tazers? Yeah, the more items, the better, right?
Title: Re: Roman Armor and Weapons
Post by: Hunter_the_Honourable on June 29, 2011, 07:55:59 pm
Maybe he just doesn't like them? Would you want to see kevlar vests and modern composite bows in the mod? What about stun batons or tazers? Yeah, the more items, the better, right?

way to exaggerate it
Title: Re: Roman Armor and Weapons
Post by: okiN on June 29, 2011, 08:11:20 pm
No, it's really not an exaggeration. The mod has a very flexible time frame, yes, but the bottom line is it's mostly high/late medieval, running into the Early Modern period and Viking Age at the ends. There's quite simply no place for Roman-era items in there. Even adding early gunpowder weapons would make infinitely more sense.

Byzantine stuff would work, though.
Title: Re: Roman Armor and Weapons
Post by: Thucydides on June 29, 2011, 08:17:03 pm
fuck you and your arbitrary settings. I want to recreate alexander the great and conquer caldira.
Title: Re: Roman Armor and Weapons
Post by: Digglez on June 29, 2011, 08:17:23 pm
No, it's really not an exaggeration. The mod has a very flexible time frame, yes, but the bottom line is it's mostly high/late medieval, running into the Renaissance and Viking Age at the ends. There's quite simply no place for Roman-era items in there. Even adding early gunpowder weapons would make infinitely more sense.

Byzantine stuff would work, though.

You realize vikings came before and during medieval times right?
800-1100
Title: Re: Roman Armor and Weapons
Post by: okiN on June 29, 2011, 08:20:37 pm
Yes, the Viking Age was basically the last part of the Early Middle Ages. Read my post again and spot your mistake.

I did mix up Renaissance and Early Modern, though, fixed that part.
Title: Re: Roman Armor and Weapons
Post by: ManOfWar on June 29, 2011, 08:27:15 pm
Yes, the Viking Age was basically the last part of the Early Middle Ages. Read my post again and spot your mistake.

I did mix up Renaissance and Early Modern, though, fixed that part.

Come on okin, to hell with historical accuracy,

The more armor varieties the merrier.
Title: Re: Roman Armor and Weapons
Post by: [ptx] on June 29, 2011, 08:31:18 pm
Let us add native american, carribean and papuan tribal armors and weapons!
Title: Re: Roman Armor and Weapons
Post by: okiN on June 29, 2011, 08:34:15 pm
Personally, I'd prefer to just remove the Japanese stuff and have a mostly Eurocentric focus appropriate for the time period. Let the colonies be damned; I think America had just about been discovered when the latest items in this mod were being used, anyway.

Come on okin, to hell with historical accuracy,

The more armor varieties the merrier.

We have enough immersion-breaking stuff in there already. :P
Title: Re: Roman Armor and Weapons
Post by: Joseph on June 29, 2011, 08:39:46 pm
Maybe he just doesn't like them? Would you want to see kevlar vests and modern composite bows in the mod? What about stun batons or tazers? Yeah, the more items, the better, right?

Way too many /*"( :mad:&!"(%?! coming out of your mouth.
Title: Re: Roman Armor and Weapons
Post by: HuskerRall on June 30, 2011, 12:56:27 am
+1 to roman stuff

we have samurai and ninja stuff and I hope everyone else bring this up whenever people oppose to adding items  :mrgreen:

Title: Re: Roman Armor and Weapons
Post by: ManOfWar on June 30, 2011, 01:20:39 am
Personally, I'd prefer to just remove the Japanese stuff and have a mostly Eurocentric focus appropriate for the time period. Let the colonies be damned; I think America had just about been discovered when the latest items in this mod were being used, anyway.

We have enough immersion-breaking stuff in there already. :P

The immersion be damned!
Title: Re: Roman Armor and Weapons
Post by: Digglez on June 30, 2011, 01:23:46 am
every quarter a new culture/civ should be added with weapons from them.  And then also rename the name of the mod to 'deadliest warrior'!
Title: Re: Roman Armor and Weapons
Post by: Myltinous on June 30, 2011, 06:43:27 am
What confuses me is that no one complains about the Samurai/Ninja aspect already in the game. Romans fit a lot better than Japanese warriors not because of the time frame but because of the environment they where exposed to. Take a look on one of the siege servers and you see Samurais attacking a stone castle. They didn't have those in Japan. Romans could fit in that situation though because they did attack stone walled cities and strongholds, and they did it using much of the same tech used in this game. Spend less time focusing on the time and more on the environment.
Title: Re: Roman Armor and Weapons
Post by: Seawied on June 30, 2011, 06:46:42 am
Take a look on one of the siege servers and you see Samurais attacking a stone castle. They didn't have those in Japan.

They did  :wink:

They just weren't the norm in Japan. In fact, some of the ruins of these castles still stand. Some scenes from the movie "Ran" were filmed in those castle ruins.
Title: Re: Roman Armor and Weapons
Post by: Jacko on June 30, 2011, 09:07:24 am
Everyone knows Japanese didn't have stones.
Title: Re: Roman Armor and Weapons
Post by: Gheritarish le Loki on June 30, 2011, 03:00:15 pm
I don´t care because i would not wear this gear, but this fuckin idea of historical accuracy is plain bs.
Of which accuracy or time line are you talking about? 1257 ad? From what, chinese or aztek calendar?
What is history of calradia? It´s a fantasy world, nothing is real, i don´t remember studying swadian civilization in school, this is an adaptation, nothing more.

Btw, we have samurai armor because you could find it in garbage in SP mod, but where did it come from? An ancient civilization, a land far away in the sea? There is no weabo territory on calradia map.
Thus i don´t see why we can´t have an other such type of civilization, something that come from other lands.

As for immersion, it´s a joke, ppl mix the gear and armor with absolutly no style or any accuracy (best example weabo with an axe+shield).

Title: Re: Roman Armor and Weapons
Post by: ManOfWar on June 30, 2011, 03:54:39 pm
Ya dont be lazy okin, just do the work and make up stats for the armors :D
Title: Re: Roman Armor and Weapons
Post by: Jacko on June 30, 2011, 07:12:12 pm
How about http://en.wikipedia.org/wiki/Byzantine_army

It's The Roman Army, only a bit later, eh? Eh? Practically the same thing! Now go find someone to make ze models!
Title: Re: Roman Armor and Weapons
Post by: Digglez on June 30, 2011, 08:32:08 pm
What confuses me is that no one complains about the Samurai/Ninja aspect already in the game. Romans fit a lot better than Japanese warriors not because of the time frame but because of the environment they where exposed to. Take a look on one of the siege servers and you see Samurais attacking a stone castle. They didn't have those in Japan. Romans could fit in that situation though because they did attack stone walled cities and strongholds, and they did it using much of the same tech used in this game. Spend less time focusing on the time and more on the environment.

I was thinking the same thing. +1
Title: Re: Roman Armor and Weapons
Post by: IDrownFish on July 01, 2011, 12:08:15 am
+1 for Roman stuff. Please like a roman guy that looks like this.

http://www.bing.com/images/search?q=roman+soldier&view=detail&id=FCEE7985BC2CDFBEB934E0F5E555B68820A51844&first=61&FORM=IDFRIR

trollololol...

No but something like this,

http://ferrelljenkins.files.wordpress.com/2008/03/jerash_soldiers_sm.jpg

Please chadz, If you read this. ALLOW ROMAN STUFF :DDDDDD
Title: Re: Roman Armor and Weapons
Post by: zagibu on July 01, 2011, 12:09:00 am
way to exaggerate it

What am I exaggerating? Please explain what speaks against kevlar vests but not against ancient armor.

+1 to roman stuff

we have samurai and ninja stuff and I hope everyone else bring this up whenever people oppose to adding items  :mrgreen:

So? Pointing out a bad situation doesn't excuse you for making it worse.

Way too many /*"( :mad:&!"(%?! coming out of your mouth.

What are you talking about?

fuck you and your arbitrary settings. I want to recreate alexander the great and conquer caldira.

Then why don't you do it? In your own mod.
Title: Re: Roman Armor and Weapons
Post by: Hunter_the_Honourable on July 01, 2011, 12:32:55 am
What am I exaggerating? Please explain what speaks against kevlar vests but not against ancient armor.

So? Pointing out a bad situation doesn't excuse you for making it worse.

What are you talking about?

Then why don't you do it? In your own mod.

your exaggerating it by making it sound as if adding it would destroy cRPG and that firearms would be better face it you personally don't like it so you dont want it which is fair, however it doesn't give you the right to  make stuff up about a historical time line because its a fantasy game in a fantasy world so stop talking crap.
Title: Re: Roman Armor and Weapons
Post by: Kansuke on July 01, 2011, 01:11:18 am
I wouldn't mind LATE Roman period stuff and Eastern Roman (Byzantine) stuff, but no lorica segmentata please.


+1 for late Roman period stuff

(click to show/hide)
Title: Re: Roman Armor and Weapons
Post by: Diomedes on July 01, 2011, 01:30:35 am
Roman/Byzantine gear is more tenable than kevlar et al. because Roman gear is not OP alongside current cRPG gear.  cRPG has, for a while now, been about gameplay and roleplay.  cRPG roleplay, the devs seem to have decided, is an individual affair.  It's up to individuals to make their own specific aesthetic styles, matching things like Milanese armour with an Italian Sword or deciding to completely mash diverse cultures, times, and looks.  Though it may be immersion-breaking for hardcore roleplayers to see samurai fighting hoplites, the devs have decided that they won't burden the majority of players with the onus of one specific RP setting.  Instead we get a diverse set of vaguely medieval european armours, middle-eastern themed gear, and East Asian stuff too!  In this context of personal imagination driving roleplay, rather than an isolated in-game setting, I don't see a reason not to include historically based non-op/gamechanging gear.
Title: Re: Roman Armor and Weapons
Post by: KaMiKaZe_JoE on July 01, 2011, 02:07:53 am
Diomedes said it perfectly. Almost as good as if I had said it myself, minus the sarcasm and curses.

I desire roman shit, dammit.
Title: Re: Roman Armor and Weapons
Post by: Peasant_Woman on July 01, 2011, 02:57:14 am
The more variety the better, but my only concern is that full roman legion armor would clash too much with current cRPG armor. No objections to late period roman/Byzantine armor and weapons though;

(click to show/hide)

You can already get quite close to a late period roman warrior pretty much by the way;

(click to show/hide)
Title: Re: Roman Armor and Weapons
Post by: Joseph on July 01, 2011, 03:25:13 am
What are you talking about?

Didn't thought you were that dumb. Oh, I think I did.
Title: Re: Roman Armor and Weapons
Post by: PhantomZero on July 01, 2011, 10:32:42 am
Why don't people come up with some new interesting armor designs rather than just copying it from history?

I thought we were fighting in Calradia, not in Europe.
Title: Re: Roman Armor and Weapons
Post by: Gheritarish le Loki on July 01, 2011, 01:07:11 pm
very good point Phantom, we don´t need historical accuracy, we just need new gear.
Title: Re: Roman Armor and Weapons
Post by: gazda on July 01, 2011, 01:34:03 pm
Why don't people come up with some new interesting armor designs rather than just copying it from history?

I thought we were fighting in Calradia, not in Europe.

becouse we want to fight in europe ;)
Title: Re: Roman Armor and Weapons
Post by: Armbrust_Schtze on July 02, 2011, 05:20:38 pm
may i ask why we shouldn't?

because cRPG is set in middleages AND I WANT IT STAY IN MIDLLE AGES BEFORE IT BECOMES EVEN A BIGGER CLOWN PARTY! oO
Title: Re: Roman Armor and Weapons
Post by: Hunter_the_Honourable on July 02, 2011, 05:54:37 pm
because cRPG is set in middleages AND I WANT IT STAY IN MIDLLE AGES BEFORE IT BECOMES EVEN A BIGGER CLOWN PARTY! oO

shit sorry now i remember studying Calradia and all of its wars and kingdoms, how silly of me its so easy to forget that its a real place and is set in real time im so stupid.

you personally don't want this and its fine but stop making shit up its not a real place its not set in history its a fantasy game, ITS FANTASY NOT REAL LIFE REMEMBER THAT YOU FOOL!
Title: Re: Roman Armor and Weapons
Post by: LordRichrich on July 02, 2011, 06:53:01 pm
-1. The Roman Empire armor does not match with all the other items. The other items are coming from around the same time period.
Roman armor don't.
you're an idiot. You think that full plate armour was invented in the same time period as mail? Unless your time period is several hundred years wide of course

And why's everyone want late period roman armour? We already have that basically

I want the segment armour, So I can make a proper legionnaire character. I don't see what the giant fuss is about, it's more equipment, it won't be overpowered.
And no more historical accuracy arguments, you negated those when you let vikings fight ninjas...
Title: Re: Roman Armor and Weapons
Post by: ManOfWar on July 02, 2011, 09:14:34 pm
ya really the hell, who cares if the black characters will look weird with the roman armor

I dont
Title: Re: Roman Armor and Weapons
Post by: zagibu on July 02, 2011, 10:40:56 pm
Roman/Byzantine gear is more tenable than kevlar et al. because Roman gear is not OP alongside current cRPG gear.  cRPG has, for a while now, been about gameplay and roleplay.  cRPG roleplay, the devs seem to have decided, is an individual affair.  It's up to individuals to make their own specific aesthetic styles, matching things like Milanese armour with an Italian Sword or deciding to completely mash diverse cultures, times, and looks.  Though it may be immersion-breaking for hardcore roleplayers to see samurai fighting hoplites, the devs have decided that they won't burden the majority of players with the onus of one specific RP setting.  Instead we get a diverse set of vaguely medieval european armours, middle-eastern themed gear, and East Asian stuff too!  In this context of personal imagination driving roleplay, rather than an isolated in-game setting, I don't see a reason not to include historically based non-op/gamechanging gear.

I don't know why you bring stats into a discussion that is solely concerned with style. A kevlar vest could be a pretty bad armor stat-wise, but I would still not like it in the game, because it breaks my immersion in a medieval-like world. Same would happen if I saw a roman legionnaire on the field. Same happens with samurais. Of course, the worst thing are the samurai vikings with swiss halberds. If I was on the dev team, i'd introduce item groups, which can't be intermixed.

your exaggerating it by making it sound as if adding it would destroy cRPG and that firearms would be better face it you personally don't like it so you dont want it which is fair, however it doesn't give you the right to  make stuff up about a historical time line because its a fantasy game in a fantasy world so stop talking crap.

Who said anything about firearms or about roman items destroying cRPG? I just asked you whether you would like kevlar armor in the game. It's a valid question. All the arguments you made in support of your roman stuff can also be used to support kevlar armor.
And you are right that I personally don't like roman stuff to be intermixed with medieval stuff. My opinion is as valid as yours in this case.

you're an idiot. You think that full plate armour was invented in the same time period as mail? Unless your time period is several hundred years wide of course

And why's everyone want late period roman armour? We already have that basically

I want the segment armour, So I can make a proper legionnaire character. I don't see what the giant fuss is about, it's more equipment, it won't be overpowered.
And no more historical accuracy arguments, you negated those when you let vikings fight ninjas...

It doesn't matter when stuff was INVENTED. Mail armor was used alongside plate, because it was a lot cheaper to make and maintain. Also, WE didn't negate anything. As I said earlier, pointing at bad things is no excuse to make it worse. Most people who are against roman stuff would also like the japanese stuff begone. And those who don't, can still claim that it's at least from around the same timeframe. Maybe this doesn't matter for you, but it obviously does for some people.

Didn't thought you were that dumb. Oh, I think I did.

Sorry I can't hear your arguments because the personal insults are too loud.
Title: Re: Roman Armor and Weapons
Post by: Diomedes on July 03, 2011, 02:50:13 am
I don't know why you bring stats into a discussion that is solely concerned with style. A kevlar vest could be a pretty bad armor stat-wise, but I would still not like it in the game, because it breaks my immersion in a medieval-like world. Same would happen if I saw a roman legionnaire on the field. Same happens with samurais. Of course, the worst thing are the samurai vikings with swiss halberds. If I was on the dev team, i'd introduce item groups, which can't be intermixed.

Yes, but the devs have decided, within their own bounds of reasonableness, not to impose a genre of roleplay onto the playerbase.  They've so far only omitted things which are completely gamebreaking, like guns, and complete anachronisms, like armour specifically designed to stop bullets.  The common feature among all the gear so far included is that it's premised on a pre-industrialized combat setting.  That said, I don't think there's a particular manifesto for whether or not weapons are included.

...at least, not that I know of...
Title: Re: Roman Armor and Weapons
Post by: Peasant_Woman on July 03, 2011, 03:11:45 am
That said, I don't think there's a particular manifesto for whether or not weapons are included.

...at least, not that I know of...

They have to look like they might just concievably be able to kill someone if swung hard enough.
Regarding the style argument I believe that most players are just happy that the armor and weapons we do have were all in wide use somewhere in the world at roughly the same time as each other, keeping with the 'we are mercenaries from many different locations and cultures but the same time period who have traveled to a fictional place where large wars are pretty much a daily occurance to find work' theme.
Title: Re: Roman Armor and Weapons
Post by: Civilian on July 03, 2011, 10:04:08 am
I would of loved to see the set of armors that Gorath made to be added. They had both greek and roman influences. Too bad Gorath's hard drive crapped out before they were finished.

(click to show/hide)
Title: Re: Roman Armor and Weapons
Post by: Armbrust_Schtze on July 03, 2011, 01:35:31 pm
thats bs i pray chadz will never implement acient stuff
Title: Re: Roman Armor and Weapons
Post by: zagibu on July 03, 2011, 02:42:01 pm
They've so far only omitted things which are completely gamebreaking, like guns, and complete anachronisms, like armour specifically designed to stop bullets.

Why would guns be gamebreaking, and where is the limit that marks an item as a complete anachronism? Also, on what scale do you measure anachronism? If you measure it on the time scale, a kevlar armor is a less grave anachronism than a classical era roman armor. If you measure it on another scale, please explain which and provide examples of how some of the currently implemented items are ranked on it.
Title: Re: Roman Armor and Weapons
Post by: LordRichrich on July 03, 2011, 04:33:12 pm
Why would guns be gamebreaking, and where is the limit that marks an item as a complete anachronism? Also, on what scale do you measure anachronism? If you measure it on the time scale, a kevlar armor is a less grave anachronism than a classical era roman armor. If you measure it on another scale, please explain which and provide examples of how some of the currently implemented items are ranked on it.
Guns would be game breaking because it'd be point, click, kill
I think he's on about a technological scale tbh
Title: Re: Roman Armor and Weapons
Post by: zagibu on July 03, 2011, 05:00:02 pm
You mean like a crossbow?

Also, what is a technological scale? How is a sword rated on a technological scale compared to an automobile?
Title: Re: Roman Armor and Weapons
Post by: LordRichrich on July 03, 2011, 06:05:49 pm
You mean like a crossbow?

Also, what is a technological scale? How is a sword rated on a technological scale compared to an automobile?
Compared to the automobile, the sword is much lower. The earl roman armours and weaponry are on a relatively equal scale to current weaponry. Made using same techniques, materials etc

EDIT: Crossbow don't have magazines of 30 or whatever gun they'd put in, bullet travel times are infinitly faster than a crossbow with much much less drop
Also, stop taking the piss and be seriuos
Title: Re: Roman Armor and Weapons
Post by: Diomedes on July 03, 2011, 06:28:39 pm
Why would guns be gamebreaking, and where is the limit that marks an item as a complete anachronism? Also, on what scale do you measure anachronism? If you measure it on the time scale, a kevlar armor is a less grave anachronism than a classical era roman armor. If you measure it on another scale, please explain which and provide examples of how some of the currently implemented items are ranked on it.

Guns would completely reformat gameplay.  Even basic 1-shot guns shoot projectiles faster than one could possibly dodge, they're often armour piercing, and are small enough that a couple can be carried at a time (along with a bucket of ammunition).  Crossbows are armour piercing, yes, require little skill for short-medium range shooting, yes, but they don't fire faster than one can move and they're quite bulky too. 

As for the scale of anachronism I was considering context more than chronology.  Kevlar is out of context, it seems, because it exists as a reaction to firearm technology.  Roman gladii, on the other hand, are a reaction to frequent close combat fighting and a need for a reliable rudimentary close-range stabbing weapon.  The concerns that prompted the use of gladii by the Romans are very similar to other cRPG gear.  The huscarl shield, for example, could stop arrows from any distance and batter people too.  This is almost identical to the purpose of the large Roman shields used in the later Republican era for forming anti-projectile formations and for battering Celts.  It's also quite similar to the massive shields employed by Athenians in spear walls when they fought Philip of Macedon.

These are my perceived criteria for how the devs gauge which gear to include.  Of course they may have a different system (and likely do), and of course this system becomes much more subjective on the periphery, but it doesn't seem massively incoherent to me.  And, as I said, there doesn't seem to be a developer's manifesto laying about.  This is probably the case for a number of reasons but one of them is likely so they're not tied down to anything in particular.  In two years time it may be that there are guns in cRPG, and in four years time there are WWI-era tanks.  Until then, though, players are free to make suggestions and argue for the inclusion of items into the game so long as they seem to fit the gameplay the devs are pursuing.

Remember that I said earlier that this was all based on the developer's own standard of reasonableness.  I'm not sure what that is and, of course, propositions about what it could be^ are largely guesswork.
Title: Re: Roman Armor and Weapons
Post by: LordRichrich on July 03, 2011, 06:45:14 pm
*cough* Reason *cough* Nord *cough* Lobbyists
Title: Re: Roman Armor and Weapons
Post by: zagibu on July 03, 2011, 08:38:28 pm
Compared to the automobile, the sword is much lower. The earl roman armours and weaponry are on a relatively equal scale to current weaponry. Made using same techniques, materials etc

EDIT: Crossbow don't have magazines of 30 or whatever gun they'd put in, bullet travel times are infinitly faster than a crossbow with much much less drop
Also, stop taking the piss and be seriuos

I am actually quite serious. I don't like roman stuff. There is also no reason speaking against or in favor of including it besides "the more items, the better", which is a silly argument that can also be used to include lightsabers, string tangas and space marine armor.

Your technological scale seems to be a bit fuzzy. Where on your scale is the interval for acceptable items located? Slightly above plate armor and fathoms below the automobile? Sounds like a convenient scale supporting your opinion. Oh wait, it is worthless, because it was defined by your self.

Guns would completely reformat gameplay.  Even basic 1-shot guns shoot projectiles faster than one could possibly dodge, they're often armour piercing, and are small enough that a couple can be carried at a time (along with a bucket of ammunition).  Crossbows are armour piercing, yes, require little skill for short-medium range shooting, yes, but they don't fire faster than one can move and they're quite bulky too. 

As for the scale of anachronism I was considering context more than chronology.  Kevlar is out of context, it seems, because it exists as a reaction to firearm technology.  Roman gladii, on the other hand, are a reaction to frequent close combat fighting and a need for a reliable rudimentary close-range stabbing weapon.  The concerns that prompted the use of gladii by the Romans are very similar to other cRPG gear.  The huscarl shield, for example, could stop arrows from any distance and batter people too.  This is almost identical to the purpose of the large Roman shields used in the later Republican era for forming anti-projectile formations and for battering Celts.  It's also quite similar to the massive shields employed by Athenians in spear walls when they fought Philip of Macedon.

These are my perceived criteria for how the devs gauge which gear to include.  Of course they may have a different system (and likely do), and of course this system becomes much more subjective on the periphery, but it doesn't seem massively incoherent to me.  And, as I said, there doesn't seem to be a developer's manifesto laying about.  This is probably the case for a number of reasons but one of them is likely so they're not tied down to anything in particular.  In two years time it may be that there are guns in cRPG, and in four years time there are WWI-era tanks.  Until then, though, players are free to make suggestions and argue for the inclusion of items into the game so long as they seem to fit the gameplay the devs are pursuing.

Remember that I said earlier that this was all based on the developer's own standard of reasonableness.  I'm not sure what that is and, of course, propositions about what it could be^ are largely guesswork.

So your criteria for including or excluding weapons is similarity to already existing weapons, or relation in terms of whether an item was created to counter one that is already included in the mod. Using the first acceptance criterium, why not include lightsabers? They are like swords. Or what about motorcycles? They are like horses. Modern riot shields made from plexiglass? They are like all the other shields already in the mod.
Using your second criterium, early firearms and cannons would match. They were a counter to armor and stone walls. Of course, the arms race would continue, and finally, we would arrive at modern equipment.

It can be easily seen that both criteria are worthless as a base for decision for or against including an item into cRPG. As it stands, you still don't have provided an argument in favor of your roman stuff.

Why don't you simply make a poll that will let the player base decide?
Title: Re: Roman Armor and Weapons
Post by: Diomedes on July 04, 2011, 12:12:59 am
Using your second criterium, early firearms and cannons would match. They were a counter to armor and stone walls. Of course, the arms race would continue, and finally, we would arrive at modern equipment.

I already said that cRPG may eventually evolve with dramatically different kinds of weaponry, including much more modern gear, but that this is somewhat checked by developer discretion.  Similarity to existing weapons, together with the relational criterion and considerations for balanced gameplay, may best describe the current method used.  This negates lightsabers, which though superficially similar to swords were in fact developed and constructed very differently, and early guns, which occupy a similar historical context to some current cRPG weapons but have a) very different mechanics from current weapons b) may be very overpowered c) would fundamentally and radically change gameplay/tactics.

Quote
Why don't you simply make a poll that will let the player base decide?

The same reasons plebiscites aren't held for most modern political decisions.
Title: Re: Roman Armor and Weapons
Post by: zagibu on July 04, 2011, 12:47:07 am
The same reasons plebiscites aren't held for most modern political decisions.

The same reasons? So you think the cRPG players are not well enough informed to make such a difficult decision (one of the arguments against plebiscites)? I think more that you fear the eventual outcome...
Title: Re: Roman Armor and Weapons
Post by: Diomedes on July 04, 2011, 02:46:58 am
The same reasons? So you think the cRPG players are not well enough informed to make such a difficult decision (one of the arguments against plebiscites)? I think more that you fear the eventual outcome...

I've read quite a few posts on this forum, along with many comments in the in-game chat, and have found many of them wanting for curiosity, temperance, enthusiasm, analysis, and correct grammar.  I do not trust these particular people to make wise or informed decisions about modifying cRPG.
Title: Re: Roman Armor and Weapons
Post by: Myltinous on July 04, 2011, 03:23:53 am
So your criteria for including or excluding weapons is similarity to already existing weapons, or relation in terms of whether an item was created to counter one that is already included in the mod. Using the first acceptance criterium, why not include lightsabers? They are like swords. Or what about motorcycles? They are like horses. Modern riot shields made from plexiglass? They are like all the other shields already in the mod.
Using your second criterium, early firearms and cannons would match. They were a counter to armor and stone walls. Of course, the arms race would continue, and finally, we would arrive at modern equipment.

I think you're going a bit overboard here. Loosen up  :D. If you don't want any armor/weapons added that will take away from your theme try thinking of what others want. For example: I don't like the Japanese armor/weapons in this mod. But instead of complaining about them, I take a moment think; not about how upset I am about it, but about how the other playing is enjoying their character. Then I realize that when I think that way I don't mind that there are ninjas and samurais amongst us.

Then I get a katana through the head  :D
Title: Re: Roman Armor and Weapons
Post by: Lisandro on July 04, 2011, 11:11:05 am
I agree with zagibo in all, i dont want a look like roman soldier in crpg, i prefere the half rus/weaboo/mongol warrios on plated charger with torch.
shit, waste ur time on another topic guy
Title: Re: Roman Armor and Weapons
Post by: [ptx] on July 04, 2011, 11:23:20 am
I think you're going a bit overboard here. Loosen up  :D. If you don't want any armor/weapons added that will take away from your theme try thinking of what others want. For example: I don't like the Japanese armor/weapons in this mod. But instead of complaining about them, I take a moment think; not about how upset I am about it, but about how the other playing is enjoying their character. Then I realize that when I think that way I don't mind that there are ninjas and samurais amongst us.

Then I get a katana through the head  :D
Yes. Why won't they get it? cRPG does not enforce any strict, specific RP, it just gives various options on how to RP your own character. That is what it has always been about. Having more options on how to do it is ALWAYS better.
Title: Re: Roman Armor and Weapons
Post by: Gheritarish le Loki on July 04, 2011, 11:33:41 am
good post Myltinous, you think of other ppl fun and i guess that´s what is all about.

What i don´t understand it´s discussion about time line, it´s a fantasy world with no real time line. Then it´s more a matter of style. There is a big demand for roman/greek gears, i don´t see why we can satisfy this ppl as the ninja/weabo.

I will not wear roman gear, but i don´t mind if some ppl could enjoy wearing this.

Btw, the solution is may be to make some models that are not historical accurate but that will fit in a spartan/roman style, just as said Phantom, it´s fantasy, make a new model that fit in crpg too.
Title: Re: Roman Armor and Weapons
Post by: Ermes on July 04, 2011, 11:38:38 am
LEGIO Clan agree with the topic. We want roman stuff.
Title: Re: Roman Armor and Weapons
Post by: Lisandro on July 04, 2011, 12:35:29 pm
+1 , also +2 if possible
Title: Re: Roman Armor and Weapons
Post by: Hunter_the_Honourable on July 04, 2011, 02:16:58 pm
at the end of the day if you don't like it don't wear it  :wink:
Title: Re: Roman Armor and Weapons
Post by: Diomedes on July 04, 2011, 06:05:20 pm
I agree with zagibo in all, i dont want a look like roman soldier in crpg, i prefere the half rus/weaboo/mongol warrios on plated charger with torch.

If you don't want to wear the armour then don't wear it.  A part of my exchange with zagibu has been about how the devs don't want to force things on people in all but a minimal way.


EDIT: Sarcasm recognition fail^
Title: Re: Roman Armor and Weapons
Post by: [ptx] on July 04, 2011, 06:11:27 pm
^Sarcasm recognition fail
Title: Re: Roman Armor and Weapons
Post by: Myltinous on July 04, 2011, 06:44:51 pm
I found a link that had pics of a whole crap load of roman gear textures, but I can't find it now :(. If anyone does find a link though I suggest that they put it on here pronto, I will make the developer's jobs a lot more easy.
Title: Re: Roman Armor and Weapons
Post by: zagibu on July 04, 2011, 10:52:37 pm
"Think of other people's fun" can also be used as an argument to include lightsabres, griffons and pirate peglegs.

Is it so hard to understand that wanting some items in and others not is simply based on personal preference? You obviously can't include everything people wish for, or we would have Klingon Bat'leths, Batman costumes, naked three-breasted women from Mars, tentacle demons and other stuff (e.g. Roman armor) that might not really fit in. So you have to draw the line somewhere, and for me, classical roman stuff is beyond it.

It remains to be seen how the devs see the matter.
Title: Re: Roman Armor and Weapons
Post by: Diomedes on July 04, 2011, 11:59:32 pm
You said there's a line that must be drawn so why, if it must be drawn so distinctly, must it be drawn before Classical Roman gear?  How is that any less arbitrary than drawing it before Early Imperial gear?  Or later Imperial gear?  Or even the various styles of Byzantine armour?
Title: Re: Roman Armor and Weapons
Post by: zagibu on July 05, 2011, 01:20:23 am
It is not less arbitrary, that was the whole point of the debate. It is personal like or dislike. You like it, as some others do. I don't like it. If the devs like it, or a majority of the players enact pressure on them, it might go in, otherwise not. There is no need to invent hollow arguments in favor of including it.
Title: Re: Roman Armor and Weapons
Post by: Diomedes on July 05, 2011, 12:09:57 pm
That in no way answers why such items should be liked or disliked, or whether the devs have or should have a specific decision-making criterion other than the number of "likes" and item receives.  People may love the taste of asbestos yet it's still not necessarily a good thing to feed them, and governments may "like" the idea of an aggressive eugenics policy there sees to be more at issue than popular flavour of the month politics.
Title: Re: Roman Armor and Weapons
Post by: Teeth on July 05, 2011, 02:54:13 pm
Roman armor from the 1st century and such, no. But later Eastern Roman Empire from 8th century and up are fine with me.
Title: Re: Roman Armor and Weapons
Post by: Peasant_Woman on July 05, 2011, 03:03:26 pm
Text wall;
(click to show/hide)

Tl;dr
Byzantine/eastern late roman gear would be great, really add to the mod and fit the theme. A legionary wearing armor of a style abandoned 40+ generations ago is a little too far out in my opinion.
Title: Re: Roman Armor and Weapons
Post by: Diomedes on July 05, 2011, 04:24:00 pm
Text wall;
(click to show/hide)

You're assuming a couple things here.  The first is that what seems silly to medieval warriors, that is - wearing armour from a thousand years beforehand, does not seem as silly as a) foreign gear and b) the earlier cRPG armours compared to the later gear from a couple hundred years later.  The second is that you think this consideration matters at all.  When players using a Liuweidao and Samurai armour are fighting warriors in Gothic Plate and a Chapel de Fer I really don't care whether they're from ten years before my roleplay or a thousand so long as they conform to the standards of general gear continuity I mentioned in earlier posts.  This attitude seems to be the dev's compromise between the RPers and the more gameplay-focused players.

Your third assumption is that if Romans were to have existed they would be long gone.  This seems to be begging the question.  If one were to roleplay cRPG as a fantasy land, "Calradia" say, then I don't see why Romans cannot be imaged as simply another faction in the mosh that already exists.  If samurai can have any accountability, whether as wondering ronin or as warriors from an established faction, then I don't see why Roman soldiers couldn't be mercenaries from a foreign land too.  My point here is that it's far too easy to get tangled up in roleplay considerations and that this is why there should be a clear developer policy for what may be included into the game, not just people "liking" something on the forums.
Title: Re: Roman Armor and Weapons
Post by: zagibu on July 05, 2011, 05:02:17 pm
That in no way answers why such items should be liked or disliked, or whether the devs have or should have a specific decision-making criterion other than the number of "likes" and item receives.  People may love the taste of asbestos yet it's still not necessarily a good thing to feed them, and governments may "like" the idea of an aggressive eugenics policy there sees to be more at issue than popular flavour of the month politics.

Now I'm really curious what side effects inclusion/exclusion of roman items in cRPG could have. I expect something as grave as lung cancer or the slaughter of handicapped people.
Title: Re: Roman Armor and Weapons
Post by: Teeth on July 05, 2011, 05:06:16 pm
If we are to infer a time frame for the mod from the weapons and armor present then it would be about 1000-1300.AD.
More like 1200-1600, A lot of Renaissance gear in there.
Title: Re: Roman Armor and Weapons
Post by: Myltinous on July 06, 2011, 05:15:04 am
"Think of other people's fun" can also be used as an argument to include lightsabres, griffons and pirate peglegs.

Is it so hard to understand that wanting some items in and others not is simply based on personal preference? You obviously can't include everything people wish for, or we would have Klingon Bat'leths, Batman costumes, naked three-breasted women from Mars, tentacle demons and other stuff (e.g. Roman armor) that might not really fit in. So you have to draw the line somewhere, and for me, classical roman stuff is beyond it.

It remains to be seen how the devs see the matter.

I'm not asking for that to happon. What I'm saying that, as long as they fit the technology of the theme, armor and weapon should be added for the peope that want to use them's enjoyment. Roman tech was about the same as the middle ages, same with fuedel Japanese armor and weapons.
Title: Re: Roman Armor and Weapons
Post by: Solidox on July 02, 2012, 09:27:49 pm
More like 1200-1600, A lot of Renaissance gear in there.

Some of the armors in the game are easily from the early medieval age which was around the 6th century aka 500's. The classic "Roman" age died in the 5th century. Heck what was left of the roman armies were still using some of the Iconic outfits you think about when you imagine Rome.

these are a few of the 5th century A.D armors/weapons.

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In this image which is from around 450 ad, it shows roman army wearing the Lorica Segmentata fighting off the Gallic tribes.

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The samurai armor isn't exactly period accurate either. Considering the feudal age lasted up until 1850. They still were making and improving samurai armor at that point. I'm sure in the 6th-7th century there were still a few Gallic bands/warriors and or late defectors of Rome wearing some of the equipment 

And that is just the western roman empire. The eastern roman empire existed all the way into 1453.

Title: Re: Roman Armor and Weapons
Post by: MacNille on July 02, 2012, 11:20:53 pm
I think that late Roman era could fit into the setting of CRPG. At the height of the roman power, armour? Not so much.
Edit. Maybe something along this line (this is from the 3rd century, so it is pretty late in the Roman era)
(click to show/hide)
Title: Re: Roman Armor and Weapons
Post by: Miwiw on July 02, 2012, 11:26:22 pm
Dont always bring the argument that the samurai armor woulnd fit. It already existed in native and was just added, not created for crpg or added because it was any good.

As it was said often enough in other threads, roman armor wont be added. doesnt matter that there is a request now and then.

Edit: Damn, use a spoiler!!
Title: Re: Roman Armor and Weapons
Post by: Solidox on July 03, 2012, 01:46:39 am
I think that late Roman era could fit into the setting of CRPG. At the height of the roman power, armour? Not so much.
Edit. Maybe something along this line (this is from the 3rd century, so it is pretty late in the Roman era)
(click to show/hide)

Well the reason they stopped using the Lorcia segmentata was not due to it being inefficient, In fact it was actually extremely effective. The reason it fell out of use was its expense to make as well as time.

The Linothorax was a more common armor type for roman soldiers it as well is a very good armor that could easily compete against medieval light/medium armor.

This is a video to demonstrate.

http://www.youtube.com/watch?v=0ERSx1o8wwk