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Author Topic: Roman mod?  (Read 1608 times)

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Fricet

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Roman mod?
« on: 23 Feb 2005, 09:46:07 »
Hello,

I hope this isn't asked before, i tried the search function but he couldn't find anything.

Is it possible to make roman soldiers? with swords and big shields and armour? use bows and arrows? I don't know any thing about addon making but it would be really cool if this is possible!  :o

Thx   ::)

Offline dmakatra

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Re:Roman mod?
« Reply #1 on: 23 Feb 2005, 10:36:58 »
This has been up a few times, mostly about medieval units.

The most common conclusion would be that yes it's possible, but no, it wouldn't work very well.

:beat: *Gets Shot* :beat:

Fricet

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Re:Roman mod?
« Reply #2 on: 23 Feb 2005, 11:26:35 »
yes, maby bows could be done but swords would be the problem isnt it?

Offline dmakatra

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Re:Roman mod?
« Reply #3 on: 23 Feb 2005, 11:45:57 »
I'd guess you could do a crossbow addon quite easy since it requires no new animations. Bows could be done but need more work. Swords could be done in theory, but it doesn't work very well.

It's everything OFP wasn't designed for. You want roman units I suggest the terrific game Rome: Total War. :)

Just imagine 200 romans vs 200 babarians launching at each other in the valley of southern Everon... in wedge formations! ;D

:beat: *Gets Shot* :beat:

Fricet

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Re:Roman mod?
« Reply #4 on: 23 Feb 2005, 12:38:22 »
Hehe, yes i know rome total war. It rocks. But its a platform game and i would like to play something different this time.  :o. I hope another engine comes out for some game wich will support hordes of orc's  ;D

PrejudiceSucks

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Re:Roman mod?
« Reply #5 on: 23 Feb 2005, 20:50:49 »
What? A platform game?

That's fangoriously ridiculous!

It's the best RTS-come-TBS in history (perhaps...)

Oh and if you have FDF mod, you could use the same animations from the baton/axe for a sword, so that would be easy enough.
« Last Edit: 23 Feb 2005, 20:51:34 by PrejudiceSucks »

Fricet

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Re:Roman mod?
« Reply #6 on: 24 Feb 2005, 08:29:36 »
Dude i don't know all those crappy names and stuff!  ;) i only like to play the games!  ;D

Dubieman

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Re:Roman mod?
« Reply #7 on: 24 Feb 2005, 17:37:42 »
Have you seen OFP clipping?

Once you've seen it, you'll never be the same... ;)

Dunno why, but I remember that line from a song. ::)

Anyways, you'll be running to play Rome: Total War once you watch a battle on OFP with swords and clubs and such. ;)

Offline penguinman

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Re:Roman mod?
« Reply #8 on: 25 Feb 2005, 00:23:44 »
little off topic


I have a question,

I do not really understand what clipping is, couuld sombody explain it? And in a non technical way plz.

Offline dmakatra

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Re:Roman mod?
« Reply #9 on: 25 Feb 2005, 11:33:50 »
You've done som CQC (or CQB or however you like it) right? So you walked up this stair to another floor of this building right? Then you fall through the stairs! That's clipping, as an example. Basically it's a problem OFP have with it's big, bulky and quite useless physics engine.

:beat: *Gets Shot* :beat:

Offline penguinman

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Re:Roman mod?
« Reply #10 on: 26 Feb 2005, 05:06:14 »
do u think ofp2 will fix it

Offline Fragorl

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Re:Roman mod?
« Reply #11 on: 26 Feb 2005, 05:11:28 »
Yes, coz by all accounts it uses the modified unreal engine (2 I think).

Offline dmakatra

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Re:Roman mod?
« Reply #12 on: 26 Feb 2005, 13:50:20 »
No it doesn't. OFP2 uses a modified version of the OFP1 engine. Just like VBS1.

:beat: *Gets Shot* :beat:

Fricet

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Re:Roman mod?
« Reply #13 on: 27 Feb 2005, 11:30:31 »
Hmmm i hope it will be better then ghost recon!