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Two formidable armies fight in those lands, and also two ways of understanding civilization, culture and religion: the world of light represented by Rome, against the world of darkness and the unknown, Attila’s world. In 451 AD Rome is harassed by dozens of barbarian tribes and threatened by the hosts of Attila, «God’s scourge.» The Roman general Aetius, allied with the Visigoths and other foederati, confront the King of the Huns on an immense plain in the North of Gaul. Only a Centurion will never surrender but will fight to the death.«It is during the most dramatic moments when the courage of an Empire reemerges» When the soldiers in Roma Invicta are shot at or even see their comrades dying their morale sinks and panic raises to the point where they drop their weapons and flee from the battlefield. This is historically incorrect and also totally illogical. That's why it's all the more surprising that in most games you fight until last man standing. No soldier wants to die on the battlefield (with a few exceptions). In Roma Invicta too every arrow shot and every shield thrown remains in its place and you can clearly see what has happened there. When a battle was over, the presented scenery drew a picture of its course. It was already the case with the Amiga classic 'North and South' that fallen soldiers stayed on the field and didn't just disappear after a while.Ĭannonball craters have also devastated the area. Such details make me happy and that's why I wanted to implement as much as possible.Īfter a battle the battlefield should also look like a battlefield. This makes the shields unusable for melee combat and the enemies will drop them after a few seconds. So in Roma Invicta there are no fire-arrows that do more "damage" or similar nonsensical and illogical garbage.Ĭonversely, the Legionnaires' thrown pila get stuck in the enemy's shields.
#Roma invicta march professional
Of course as a hobby game developer I'm not a professional historian.īut I try to deal with the respective topic at least above the Hollywood standard. However, the probabilities are affected by his current stamina. If this doesn't work maybe his armor could save him. If he is shot at or gets hit he has a chance to block or dodge with the shield. At Roma Invicta one is simple.Ī soldier is either alive or not. Was seemingly set in stone by titles like Command&Conquer or Warcraft back in the '90s.įew games dare to deviate from this convention and design a 'real' damage model. The standard for troops to have hitpoints and for those to be indicated by a green bar above their heads
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However, these can easily be switched on and off.Ī similar concept applies to me at hitpoints. In the case of morale and stamina unfortunately I couldn't prevent this from being displayed via status bars. If a fighter still has his shield in hand he can use it to block attacks - if not, then not. If he has three spears left in his hand he can shoot three more times. That's why Roma Invicta only has them when there's no other option.įor example a ranged fighter's ammo is not indicated by a bar above the head. I don't know about you but floating UI elements over the soldiers always killed the immersion for me. My design principles Less interface, more immersion