Trireme Polybolos - From The Depths

May
25

Trireme Polybolos

Trireme Polybolos

By Carmen

Triremes, with the exception of one-off capital vessels like Tessakonteres, were the largest warships of the ancient world.

Like a whisper in the wind, the mere thought of a hundred mighty triremes surging forth with elite hoplites aboard has kept invaders away from Greek shores for centuries.

The triremes of the allied city-states fought so ferociously at Artemisium and Salamis that even the mightiest of god-kings turned away, forever giving up hope of conquering Greece.

The trireme was not just a war machine, it was a promise of hope, of salvation against overwhelming odds, as heroic crews rode upon the churning waters at up to 20 knots downwind to break the lines of enemy fleets ten times their number.

Their bravery and sacrifice means that you, today, may enjoy the knowledge, the culture and the spirit of Classical Antiquity, because without these ships, there would be no Greece, no dreams of art, science, and the wonder of diplomatic government.

It is not known how these quaint vessels from classical antiquity ended up on Neter, but when questioned about the madness of wasting robotic crew on such primitive implements as oars and catapults, the vessel’s owners would simply scream in reply, that this is Sparta and naysayers would be cast forth into the bottomless pit.

Madness, you say!?

TP1 TP2

– What direction to face the vehicle relative to the opponent (Head-On, Broadside, away, etc):
Head on because the Spartans wouldn’t have it any other way even if the sun is blotted out by a million Persian arrows.
– Spawn height: Water surface
– RP Cost: 352,863
– The Vehicles name: Trireme Polybolos
– Your name (If nessesary): Carmen

Comments

comments

RSS FtD Forum

  • Where is Nick? April 29, 2017
    Where is nick smart? He's been afk for over two weeks now without a word saying where he'll be.
  • Detection - What to use, against who. April 29, 2017
    Hello ladies and gentlemen. I'm here to inquire you about your detection practices. I personally play at 0.3 auto-detection as I feel some of the campaign craft aren't ready for full 0.0 detection, but I build for 0.0. I feel any auto detection is usually enough to get your trackers aiming without the need for […]
  • [1.968] Garbage genetared for no reason in 'OverlapCheckManager.Reset()' April 29, 2017
    Here is the code: Code: private void Reset() {     this._checkResult = new int[360, 181];     this.ResetNeeded = false; } There's no need to recreate the array each time. This won't generate garbage and should be faster (don't forget to initialize the array): Code: private int[,] _checkResult = new int[360, 181]; private void Reset() {     Array.Clear(this._checkResult, 0, […]
  • [1.968] Bug in 'CheckSubConstructsOnAMainConsruct()' April 29, 2017
    in the method 'ConstructableDamage.CheckSubConstructsOnAMainConsruct()' there's a loop on 'CMAIN.iMainBlocks.SCList', but this list is modified as one element may be removed by that line of code: Code: CMAIN.MainArrayBasics.PerminentlyRemoveSubConstructable(subConstruct); As it is a standard 'for' loop, the next subconstruct check will be skipped. The loop should be inverted in order to avoid that problem.
  • Be careful of ILSpy! April 29, 2017
    I usually use ILSpy to look into FtD code. I just had a very bad surprise. ILSpy couldn't find all the callers to the 'SubConstruct.DestroyCompletely()' method. I have looked into every parent and interface of the 'SubConstruct' class. Telerik JustDecompile have found more callers, all I hope... Just to show how easy it was to […]
  • Some thoughts about the general design of Lasers April 29, 2017
    EDIT: on second thought, I maybe should have put this into the components/lasers/ subforum instead of the suggestions although I'm not sure about it at all, if one of the admins thinks I should have, please feel free to move it. Try to think for a moment why you're playing From the Depths. Not why […]
  • Slope Aesthetics: Closing Up Bows and Hulls April 29, 2017
    Is there a trick with distance, or golden rule like Block A needs to be followed by Block B then Block C instead of A to C, to build a hull so that it all neatly comes together into a neat curve? Technically a 3-block corner will attach to the side of a 4-block beveled […]
  • Lizardian.... the Journey to the Neter world! (Quest For Neter progress) April 28, 2017
    That title might be weird. Maybe I change it when I got a better name for that. Oh well. Since my subs suggested me to open this thread for "Quest for Neter". Ima Monklizard. Ya may... or may not know that I already released the videos via my channel in Youtube. Monklizard Channel But the […]
  • (MCESA) Matrix composite explosive shock absorber. April 28, 2017
    MCESA is fictional as i made it up, although something similar may exist (idk on that one tbh lol). It is basically a heavy armor version of ERA With almost identical weight to HA. MCESA uses the teamwork of metals placed in layers on top of eachother in order to create a strong shock-absorbing matrix […]
  • Variable Suspension: Strv103 April 28, 2017
    So, i managed to replicate the Variable Suspension to make the Swedish S-tank, the Strv.103-----oh wait, you thought it can only go up and down? lo and behold!* *MBT and user manual is not included.   STRV 103.blueprint (Size: 47.26 KB / Downloads: 10)