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RE: Ancient Europe - 10/26/2019 11:42:41 PM   
ernieschwitz

 

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In ancient times the overall commander of troops did not have equipment like Radios, to communicate with units far away. Nor did he have the ability to contact troops by use of fast moving vehicles like jeeps. So it stands to reason that the area he could command would be quite less than the area a modern day field commander would be able to. With this in mind, I decided to make different command radius changes.

In the picture below, I've tried to illustrate the difference. The inner yellow circles denote the radius within which a HQ can command in the ordinary game vs. in my scenario/mod/game. The difference here is just 1 hex, but the area becomes a lot smaller. (It is 3 in the stock game, and 2 in mine). The 2nd pair of circles (in white) show the area in which a unit will still get some bonus, but not a full bonus from command. Here is the picture.




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RE: Ancient Europe - 11/1/2019 3:01:42 PM   
ernieschwitz

 

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Been a while since the last post. Rest assured it is because I have been busy with the scenario/mod/game.

This time I thought I would present an Action Card. It is a card that allows you to recruit mercenaries. You need to be in a different cultures area. All of Spain for instance is an Iberian cultural area. So here you can recruit Iberian Mercenaries. This is very useful if you are far away from home, and thus have trouble reinforcing your units as they take casualties.

The mercenaries have one more advantage: They are cheaper to recruit than ordinary units. Meaning although they cost 45 PPs to recruit, you get about a worth of 90 PPs if you had to build them yourself (Well technically you can't build them, but you get the idea). But, they come with the downside of costing a few PPs each turn that are subtracted from your amount before you get to play the turn (but after production has happened).

Here is the action card.




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Post #: 32
RE: Ancient Europe - 11/7/2019 1:30:11 PM   
ernieschwitz

 

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quote:

ORIGINAL: ernieschwitz

I am working on action cards at the moment. I have made a few of them, but I won't reveal them at this time, except for one. This card allows you to get more PPs the next turn. The amount depends on how many production points you have. So this all sounds good, the card even costs 0 PPs. So what is the deal, nothing in this world is free. Neither is this card. It will cause a morale hit on your troops. So in the end, you have to ask yourself, is it worth it. Obviously if at war, it is a very risky thing to do. In my experiments the effect of this morale hit is over almost in 2 turns. Here is the card.





So, this is why you don't make too many posts during early development. Cause I have scrapped this card, and instead reused the graphics for something else.

Let me present for you a concept from the version of the game/scenario/mod as it is now. Each player begins the game with a Focus chosen for them. A Focus is an advantage over the normal vanilla status, that you would be in if there was not such a thing as a Focus You choose what Focus you want via cards and those cards are free. You start out with a Focus already chosen for you (and it is the same one for everyone).

The four choices (a fifth is being considered) are shown below.




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Post #: 33
RE: Ancient Europe - 11/13/2019 6:03:53 PM   
ernieschwitz

 

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Phew. Just finished a three day editing process. Basically I gave each combat formation in the game three levels. So you can now have Infantry, Infantry II and Infantry III, if you research them. This may seem like it is an easy process... but it really is not.

Each subformation type, needs to have it's own stats, research, item type. With more than 30 types already in the game, that amounts to some 60+ new subformations. There are for instance now 100+ researches that can be invested in. Not all nations get the same research options (more work, since you now have to give individual research costs). It was a tough journey, but every journey starts off with one step, so, I took my one step, and at the end I had taken them all. :)

Here is what the (current) research screen looks for the Greeks.





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< Message edited by ernieschwitz -- 11/16/2019 11:54:19 AM >

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Post #: 34
RE: Ancient Europe - 11/16/2019 12:01:20 PM   
ernieschwitz

 

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When not adding stuff to Ancient Europe (a scenario, mod or game if you will), I am also play testing. I have played 4 games to around turn 40, and I am playing one right now. The first two games were the Romans vs. the world, the next one Carthage, and the fourth one Persia. I thought I'd take a little detour from the civilized countries, and this time do a game with the Celts. I am currently on turn 39...

I do these play tests to find bugs, basically, and determine balance. To make them more interesting for me, I like to roleplay a little. That is I give the HQs real names according to the country I am playing (Legio IV for Rome for instance) as well as I give a little personality to the units (11th Phrygian, was a Persian unit I had, as well as 3rd Pontian)...

The "Heroes", officers or leaders call them what you want, also play a part. Their names are randomly generated, and there should be enough of these Random names, that you never get the same ones in games. I'll talk about Hero name generation sooner or later, but for now I thought I'd leave you with a short story, or partial AAR, if you want...

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Post #: 35
RE: Ancient Europe - 11/16/2019 12:03:45 PM   
ernieschwitz

 

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Bagacum, was the name of the forsaken Germanic city that he and his men had camped in for the better part of a year now. Argenudi, Hero of the Trinovante tribe, was his formal title. He had seen it all. When the Tribal Elder council had decided to raid the Greek settlements of the southern part of Gaul, his tribe had been tasked to come to Northern Gaul, to deter any moves made by the Germanic tribes.

He longed for his home, on the Island of Albion. The rain and sleet here reminded him of it more than he liked to admit. He was by far the oldest and now most experienced of his "collegues". The experience had come at a price. The Germanic tribes had not been as peaceful as the Druids had told the Council of Elders that they would be. Still he shrugged, 53 was not a bad age to be.

The initial skirmishes with the barbarian tribes of the Germanics, had been harder than he would like to admit. Many brave men had fallen, and quite a few friends too.






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RE: Ancient Europe - 11/16/2019 12:07:38 PM   
ernieschwitz

 

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After the conquest of Nemetocenna and the sacking of Trevororum, he and his trusted tribesmen had been recalled to Cenabum, where they had been met by young men, from back home, that would reinforce them. The journey had taken a full season, but it was great hearing the news from back home, and there was even a gift from his wife among the items that they had brought with them.

10 years ago, he would have sworn that a life of combat was all that he wanted, now he was not so sure any more. Perhaps it was time that he joined the Council of Elders. Though he did not really feel that old. Another year he told himself, and that might be an option.

Last month he had had two visitors from other tribes, coming to his camp, here in Bagacum. Bellargus of the Damnonii, a tribe from back home, and an old friend, from long ago, Andesuc of the Cassi. Both he had too admit had more talent than he, but for the moment he was the most respected of them. In this role he was able to give them advice on how to handle their siege of Flevum. It was an important siege. If Flevum was taken, there would no longer be a threat to Albion from the Germanic raiders.
On his advice, they had cut off Flevum from the rest of the Germanic tribes. Bellargus had bet with Andesuc who would get there first. Andesuc wisely let him win that bet, and now he was ready, to take the city, while Bellagrus' men were tired and exhausted.

A sudden strong wind interrupted his thoughts, and he thought he better get inside, until the weather got a little better. Winter was coming soon as well, he could feel it in his bones. When the time came, he and his men would move towards the forests surrounding Tulifurdum, and then who knows, they might just surprise the Germans and take the city without a fight...





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< Message edited by ernieschwitz -- 11/16/2019 12:09:22 PM >

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Post #: 37
RE: Ancient Europe - 11/18/2019 1:17:39 PM   
Piteas


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Great AAR!

Looting Flevum, 3,2,1...

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Post #: 38
RE: Ancient Europe - 11/22/2019 8:13:20 PM   
ernieschwitz

 

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quote:

ORIGINAL: Piteas

Great AAR!

Looting Flevum, 3,2,1...


Thanks! Flevum did get taken, and the Germanic Tribes were subjugated by the Celts, mostly. When I had taken a large chunk of it, other AI controlled powers decided they too wanted chunks of it.

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Post #: 39
RE: Ancient Europe - 11/22/2019 8:25:55 PM   
ernieschwitz

 

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What's in a name.

Apparently quite a lot. I spent a few hours on each power's naming traditions. As you can see from above the game is going to include leaders, or Heroes as I call them. Naturally they need names.

A lot of nations back then did not have surnames. That presented quite a problem. Ordinarily you would count on first names and surnames put together randomly to have a nice name. Like Maximus Camillus. The Romans are easy like that, but not many of the others are. Of course I could make a list of several 100s of names, but that would be very time consuming, and tedious.

So what to do?

Instead I decided to make an event that would make random names, based on syllables. That is partial names. This would allow for a great variety of names. I also made sure that the names did not repeat (in the same game), in this name generation. Some 250 names are generated at the start of the game, for each power that has these random names.

So far the Greeks, Celts and Germanic tribes, have these kind of random names, and thus no surnames. I just did the Egyptians too, but that version isn't yet in the Beta Testers hands. Other powers have names, from history, and surnames like "of Phoenicia", "the Kappadokkian" or "from Tarsus". This works well, but, obviously can seem a little repetitive if all regimes had them, even if the surnames differed a little. I hope this kind of attention to detail pays off. :)

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Post #: 40
RE: Ancient Europe - 1/10/2020 12:16:27 AM   
fc2slater

 

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wow this is gonna be good!

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Post #: 41
RE: Ancient Europe - 1/10/2020 12:14:48 PM   
lion_of_judah


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this is really a great scenario, but its still being play tested. Ernie has once again done a fantastic job

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Post #: 42
RE: Ancient Europe - 2/21/2020 5:41:56 AM   
Twotribes


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Any word on when it will be done? Haven't been playing ATG been stuck on winspmbt for 2 months LOL I go back to that all the time for short periods.

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Post #: 43
RE: Ancient Europe - 2/21/2020 9:24:30 AM   
ernieschwitz

 

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I have decided to not improve it further. As a result I will be making it available for download soon :)

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Post #: 44
RE: Ancient Europe - 3/2/2020 10:47:57 PM   
Twotribes


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Is it out yet?

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Post #: 45
RE: Ancient Europe - 3/3/2020 2:45:52 AM   
ernieschwitz

 

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Sorry, I got sidetracked. I was planning on this past weekend. I guess it will have to be later.

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Post #: 46
RE: Ancient Europe - 3/7/2020 1:42:55 AM   
Twotribes


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Don't forget to post this on VR designs site please.

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Post #: 47
RE: Ancient Europe - 3/7/2020 11:25:25 AM   
ernieschwitz

 

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Thanks for reminding me Twotribes :)

I have uploaded it to the Scenario bank now. I hope many of you will play it, and I am looking forward to the first AAR from one of you. Can anyone survive as the Dacians? Or maybe Romans are more your style. ...

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Post #: 48
RE: Ancient Europe - 3/14/2020 8:15:18 PM   
Twotribes


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Legionnaire II doesn't work I researched it but it didn't get applied.

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Post #: 49
RE: Ancient Europe - 3/14/2020 9:07:32 PM   
ernieschwitz

 

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What do you mean didn't get applied?

As far as I can see it works

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Post #: 50
RE: Ancient Europe - 3/14/2020 10:35:17 PM   
Twotribes


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It wouldnt allow me to upgrade my legionares.

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Post #: 51
RE: Ancient Europe - 3/14/2020 11:15:33 PM   
Twotribes


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Figured it out you added an experience requirement I did not see and most of my troops were 1 short of it.

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Post #: 52
RE: Ancient Europe - 3/15/2020 1:40:25 AM   
ernieschwitz

 

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Was just going to write that :)

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Post #: 53
RE: Ancient Europe - 3/15/2020 9:39:26 PM   
Twotribes


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Thanks so much for this one I am playing again and it is fun.

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Post #: 54
RE: Ancient Europe - 12/20/2020 12:16:51 AM   
ColRosenberger


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The download is here (since I noticed some people had people finding scenarios): https://www.vrdesigns.net/scenario.php?nr=295 .
Looks really fun and refreshing, thanks @ernieschwitz. Looking forward to try it.

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Post #: 55
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