S.P.Q.R. -Work in Progress (Full Version)

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lssah -> S.P.Q.R. -Work in Progress (8/22/2013 2:26:43 PM)

Screen shots of " S.P.Q.R. -Roman Wars"
Work in progress...
Feed back, Idea & Help is greatly welcome..!
Thanks!

[image]local://upfiles/43743/24A89525A76F433D81B3EF561D046468.gif[/image]




lssah -> RE: S.P.Q.R. -Work in Progress (8/22/2013 2:30:42 PM)

Another screen...

[image]local://upfiles/43743/734F2F811A1B4DA7ADF3D3B75710C7FD.gif[/image]




ernieschwitz -> RE: S.P.Q.R. -Work in Progress (8/22/2013 3:22:15 PM)

Looks great!

I am really looking forward to see the progress in this one :)




lssah -> RE: S.P.Q.R. -Work in Progress (8/22/2013 3:34:09 PM)

Thanks! [:)]
I really work hardly every day!




Josh -> RE: S.P.Q.R. -Work in Progress (8/22/2013 3:50:47 PM)

What  Ernie says, it's looking great.
I do hope however that you have some additional unit description... I know what a horse is, but what is a "Roman equite"?
I totally love the mapgraphics too, it fits the era.
Well done well done.




ernieschwitz -> RE: S.P.Q.R. -Work in Progress (8/22/2013 4:13:40 PM)

Equites are cavalry, if i don´t recall wrongly :)

I just noticed that storms are a unit, i wonder how that works?




lssah -> RE: S.P.Q.R. -Work in Progress (8/22/2013 4:24:00 PM)

Some units...

[image]local://upfiles/43743/924F847FE7DD4165820883CECA9AB5D9.gif[/image]




lssah -> RE: S.P.Q.R. -Work in Progress (8/22/2013 5:06:30 PM)

Judaea and Praefectus...

[image]local://upfiles/43743/92F7C9FB0C364AF6870C83BE3CA8D4D9.gif[/image]




mgaffn1 -> RE: S.P.Q.R. -Work in Progress (8/22/2013 6:26:42 PM)

WOW! Classic old school vector graphics --
great look & interesting units, cool terrain graphics (even your unit counters are well designed). Can't wait to see & play the final game.
Good luck!




fredmn -> RE: S.P.Q.R. -Work in Progress (8/22/2013 7:01:56 PM)

Very impressive ! I subscribe to this thread to follow the evolution. Good luck !




LazyBoy -> RE: S.P.Q.R. -Work in Progress (8/23/2013 10:06:07 AM)

Looking very good




Magpius -> RE: S.P.Q.R. -Work in Progress (8/23/2013 10:48:01 AM)

[&o]




Josh -> RE: S.P.Q.R. -Work in Progress (8/23/2013 10:48:46 AM)

I just noticed the map you're using...pretty massive. And it will be all Roman under my command [;)] [:D]




lssah -> RE: S.P.Q.R. -Work in Progress (8/23/2013 2:07:19 PM)

[:)] Thanks to everyone!!!... but I need help to program events & other(weather zone, AI, refine combat rules...etc...[&:])

Sorry...I don't speak English well [:o] (I speak italian & japanese...) but any help is appreciated [&o]

Thanks!!!

PS: The map: 1 hex =10 km (80% ready!)






lssah -> RE: S.P.Q.R. -Work in Progress (8/23/2013 3:53:05 PM)

Location: Germania Inferior (Limes Germanicus et Flumen Rhenus) and some Roman Auxiliary Fort (Castra Auxilia)!



[image]local://upfiles/43743/74498AB37A9D41FA84451A925D76A66C.gif[/image]




fredmn -> RE: S.P.Q.R. -Work in Progress (8/23/2013 5:40:40 PM)

quote:

... but I need help to program events & other(weather zone, AI, refine combat rules...etc...[&:])
I know nothing about ATG programation, but I am ok to playtest anything if needed. [:)]




mgaffn1 -> RE: S.P.Q.R. -Work in Progress (8/23/2013 7:10:15 PM)

I can share advice on events & action cards. I'm not as well versed as some of the guys on this forum, but can help you with simple stuff.




Josh -> RE: S.P.Q.R. -Work in Progress (8/23/2013 8:02:09 PM)


quote:

ORIGINAL: lelechan

Location: Germania Inferior (Limes Germanicus et Flumen Rhenus) and some Roman Auxiliary Fort Castra Auxilia!



[image]local://upfiles/43743/74498AB37A9D41FA84451A925D76A66C.gif[/image]


Holy smokes that's about where I live... barbaric country. Move on folks nothing to see here but bears wolves and uncivilized unwashed hordes. [:D]
By the way just ask anything you want to ask, there are quite a few skilled developers around here, including Vic.




ernieschwitz -> RE: S.P.Q.R. -Work in Progress (8/23/2013 8:46:04 PM)

Question about the above map (the one in barbaric country or thereabouts):

How have you defined the "bridges" across the full hexes of water? Are they just "roads" in "sea" hexes? If so have you tested them to see what happens if a unit ends its movement on one of them, and it is not a naval unit. And similar what happens when a unit ends there because of fighting?

I believe there might be a problem with it, if they are defined like i described. I think that the units may "disappear" or simply be eliminated if they end their movement on these...




lssah -> RE: S.P.Q.R. -Work in Progress (8/23/2013 11:32:36 PM)

Hi Ernie,

about your question: the hexes represent a permanent stone bridge over the Rhine (in effect a "road" across the "water").

The Rhine (...and the Danube) formed most of the northern inland frontier of the Roman Empire and a vital and navigable waterway carrying trade and goods deep inland. I have to be able to sail the ships along the Rhine and move the troop across the bridge. I solved the problem in this way.

I have tested them and apparently everything works. The "Legio VI" move true the bridge... wait for two turns... and move over without penalty .

Thanks for question and... sorry for my bad english!

[image]local://upfiles/43743/B129CBDCEE934DEE9F3EA61AA003FFF1.gif[/image]




lssah -> RE: S.P.Q.R. -Work in Progress (8/24/2013 1:49:35 AM)

For Vic!

At the first: Vic, thank you very much! This game and the engine is simply great!!! And thanks for your support!

I know that you are really busy (ATG, DC:WTP, DC:CB ...and the "new mystery project"), but I wonder if in the future you will be able to help me for my project (...if is possible!).

Thanks!
Lelechan




Twotribes -> RE: S.P.Q.R. -Work in Progress (8/24/2013 2:38:34 AM)


quote:

ORIGINAL: lelechan

Hi Ernie,

about your question: the hexes represent a permanent stone bridge over the Rhine (in effect a "road" across the "water").

The Rhine (...and the Danube) formed most of the northern inland frontier of the Roman Empire and a vital and navigable waterway carrying trade and goods deep inland. I have to be able to sail the ships along the Rhine and move the troop across the bridge. I solved the problem in this way.

I have tested them and apparently everything works. The "Legio VI" move true the bridge... wait for two turns... and move over without penalty .

Thanks for question and... sorry for my bad english!

[image]local://upfiles/43743/B129CBDCEE934DEE9F3EA61AA003FFF1.gif[/image]


ETO uses a special hex that can hold and allow passage of both Naval and Ground forces also.




Jafele -> RE: S.P.Q.R. -Work in Progress (8/24/2013 7:03:33 AM)

Impressive! [X(] I´m also addicted to Ancient/Medieval background. If you need some information about arms and armours I could help you. This is my blog (in spanish): http://armasyarmadurasenespaa.blogspot.com.es/

Cheers




ernieschwitz -> RE: S.P.Q.R. -Work in Progress (8/24/2013 8:51:29 AM)


quote:

ORIGINAL: lelechan

Hi Ernie,

about your question: the hexes represent a permanent stone bridge over the Rhine (in effect a "road" across the "water").

The Rhine (...and the Danube) formed most of the northern inland frontier of the Roman Empire and a vital and navigable waterway carrying trade and goods deep inland. I have to be able to sail the ships along the Rhine and move the troop across the bridge. I solved the problem in this way.

I have tested them and apparently everything works. The "Legio VI" move true the bridge... wait for two turns... and move over without penalty .

Thanks for question and... sorry for my bad english!

[image]local://upfiles/43743/B129CBDCEE934DEE9F3EA61AA003FFF1.gif[/image]


Nice test :) It is good to get these things out of the way. Yet you only answered one of the conditions of my questions. The second part was if combat will result in troops disappearing. The reason i write this is because that the way it functions (or functioned, might have been changed) with naval combat was if a units freight ships had been sunk, then the rest of the unit would disappear. In the case of combat on the bridge, it might be that the game thinks that the transport ships have been sunk, and then the unit disappears.




lssah -> RE: S.P.Q.R. -Work in Progress (8/24/2013 11:33:22 AM)


quote:

ORIGINAL: Jafele

Impressive! [X(] I´m also addicted to Ancient/Medieval background. If you need some information about arms and armours I could help you. This is my blog (in spanish): http://armasyarmadurasenespaa.blogspot.com.es/

Cheers



Ok! Thanks!
A very nice blog![;)]




lssah -> RE: S.P.Q.R. -Work in Progress (8/24/2013 11:37:55 AM)


quote:

ORIGINAL: mgaffn1

I can share advice on events & action cards. I'm not as well versed as some of the guys on this forum, but can help you with simple stuff.



Thanks! Thanks! Thanks![;)]




lssah -> RE: S.P.Q.R. -Work in Progress (8/24/2013 11:42:58 AM)


quote:

ORIGINAL: Josh



Holy smokes that's about where I live... barbaric country. Move on folks nothing to see here but bears wolves and uncivilized unwashed hordes. [:D]
By the way just ask anything you want to ask, there are quite a few skilled developers around here, including Vic.


Vic...! [&o]
...skilled developers! [&o]




lssah -> RE: S.P.Q.R. -Work in Progress (8/24/2013 12:44:22 PM)

Nice test :) It is good to get these things out of the way. Yet you only answered one of the conditions of my questions. The second part was if combat will result in troops disappearing. The reason i write this is because that the way it functions (or functioned, might have been changed) with naval combat was if a units freight ships had been sunk, then the rest of the unit would disappear. In the case of combat on the bridge, it might be that the game thinks that the transport ships have been sunk, and then the unit disappears.

[/quote] Original: Josh
---------------------------------------------------------------------------------

Test in progress... but don't work properly!

#1)After the attack: Destroyed (and it's ok: no movement possible)
#2)After the attack: Retreat and...evaporated! (Ok for land movement[without ship], but it isn't ok for "retreat" movement! [&:])
#3)After the attack: Retreat

Any ideas to solve the problem?
Thanks!

[image]local://upfiles/43743/C3536BA5F9A14203B528EF61B5BB855E.gif[/image]




ernieschwitz -> RE: S.P.Q.R. -Work in Progress (8/24/2013 12:55:03 PM)

One idea...

But it requires Vic to do some changes to the way ATG works. So really no...




lssah -> RE: S.P.Q.R. -Work in Progress (8/24/2013 1:32:58 PM)


quote:

ORIGINAL: ernieschwitz

One idea...

But it requires Vic to do some changes to the way ATG works. So really no...


Right!
Anyway... I go ahead with other works (graphics, units... etc...)

PS: Twotribe wrote: "ETO uses a special hex that can hold and allow passage of both Naval and Ground forces also."
Do you know ETO?
I'm newbie and thank you for your help!




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