New Bombur scenario.

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: New Bombur scenario.

Post by Bombur »

This mod won´t be simply a Bombur mod in a new map. I´m going to make significant changes in the combat engine, as I fell Bombur mod has some weak points, and, anyway, a complete rework is necessary due to scale. Ships won´t be divided in subgroups according to speed. The 4 levels will be 1-Capital ships, 2-Carriers, 3-Minor combatants and 4-Transports. Speed will be doubled and also supply comsumption, thus keeping range unchanged. The four ship levels according to units will be kept for movement calculation purposes. Submarines will be far more powerful and hard to detect. I will going to ask a few units for fun too, first of them is "Old Battleship", represented by the Devastation class. This ship will be given to some navies, but cannot be produced (won´t be linked to an item).
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: New Bombur scenario.

Post by Bombur »

Work with South America almost finished. Placed a few cities in map and created the location "colonial outpost". These will be minor villages, able to produce only non combat items. Their purpose is to simulate hotspots in the world. First of them is Port Stanley, in the Falklands, with its powerful garrison of 5 Riflemen (maybe I should reduce it). Also created the capitals of British and French Guyanna, so Brazil won´t have free hand in South America.
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

How to simulate Panama channel?

Post by Bombur »

By 1900 Panama was still owned by Colombia, which is not represented here. There was no Panama channel, so how could I simulate it? The idea is to create a city in the location (so the ships can enter one side and exit by another). The channel started to work in 1914? Another alternative would be to create a structure called Panama channel that could be built only in that hex. What would be the best alternative?
User avatar
Barthheart
Posts: 3080
Joined: Tue Jul 20, 2004 3:16 pm
Location: Nepean, Ontario

RE: How to simulate Panama channel?

Post by Barthheart »

I think the best would be make it so some has to build it. But you don't have to create a new LocType, just use Makeshift Port.
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: How to simulate Panama channel?

Post by Bombur »

I considered it, but I should also create a specific terrain, or we would have lots of panama channels worldwide. In the end, I created an event. The channel will appear in 1914. It will work like a makeshift port, but given the location, the ships can enter in one side and exit in the other, I hopw it works.
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: How to simulate Panama channel?

Post by Bombur »

Made some progress, created another unit (trains). Working on rivers and cities. Ottoman empire and Brazil almost ready. Added Frankfurt and Konigsberg to Germany. Vladivostok became a town. Atlanta, Houston and San Francisco added to USA. Fixed positions for Chicago and Detroit.Created "oilfield" location (will produce 5000 points of supplies and pp´s). Added Prague to the map.
User avatar
TheArchduke
Posts: 407
Joined: Thu Feb 07, 2008 2:07 pm

RE: How to simulate Panama channel?

Post by TheArchduke »

Brazil is in, but not Austria?;)
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

Brazil and Austria

Post by Bombur »

Yes, placing the Austro Hungarian Empire instead of Brazil would create an overcrowded European map and an empty American map, it would be impossible to stop the USA. Sorry, guys, but you will be annexated by the Greater Reich[:D]
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

Changes in amphibious wars

Post by Bombur »

Ports cannot be built, it will benecessary to take a port to supply troops after a disembark, however...
1-The penalty for over the beach supply was decreased (from 150 to 75 AP)
2-The amphbious assault defender modifier was decreased to 2
3-A "supply" unit will be created, they will represent extra supply that can be carried by trucks. The unit will be immobile and can be mobilized. Each of these units carry 100 supply and have a 0 comsumption.
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: Changes in amphibious wars

Post by Bombur »

First attempts to playtest the game suggests the AI is effective. Reworked the Indian subcontinent and created a few Persian sites. Good to allow the expansion of Ottoman Empire....
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: Changes in amphibious wars

Post by Bombur »

About 80% of locations and 60% of forces are ready. Preliminary playtest shows that each turn lasts for about 7 min (against 8 AI), and the game seems to be AI compatible.
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

First screenshots

Post by Bombur »

-Ottoman advance in Europe



Image
Attachments
Bombur mod.jpg
Bombur mod.jpg (173.33 KiB) Viewed 192 times
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: First screenshots

Post by Bombur »

Production graphics

Image
Attachments
Bomburmod.jpg
Bomburmod.jpg (91.71 KiB) Viewed 192 times
Grymme
Posts: 1776
Joined: Sun Dec 16, 2007 5:06 pm
Contact:

RE: First screenshots

Post by Grymme »

Looks nice. You are stubbornly fighting on. Hope you finish your "lifework" :)
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: First screenshots

Post by Bombur »

-This scenario will take less work than the Bombur mod, as It is just a question of adding things to your excellent map and then adding the forces. I´m considering, however, in a second step, a significant change to some aspects I didn´t like in the original Bombur mod. I intend to improve submarines and minor warships, while making capital ships more vulnerable to air attacks.
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

Screenshots for the first test game

Post by Bombur »

Ottoman Empire vs the AI.....here is the situation at June 1902

The Balkan Front



Image
Attachments
Bomburmod.jpg
Bomburmod.jpg (132.33 KiB) Viewed 192 times
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: Screenshots for the first test game

Post by Bombur »

The Middle East Front

Image
Attachments
Bomburmod.jpg
Bomburmod.jpg (131.7 KiB) Viewed 192 times
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: Screenshots for the first test game

Post by Bombur »

The Ottoman fleet defeats the Russian Black Sea Fleet

Image
Attachments
Bomburmod.jpg
Bomburmod.jpg (104.49 KiB) Viewed 192 times
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

First Beta version ready

Post by Bombur »

-Tried to upload it to wargamers.com. Not sure if worked....
-Also uploaded it to rapidshare....
http://rapidshare.com/files/255172064/G ... 0.zip.html
-Anyone willing to upload it to the community site is allowed to do so. I cannot access the site anymore...so...

User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: First Beta version ready

Post by Bombur »

Some changes were made for the next version, as suggested by Grymme. Otomman Empire now controls the shores of Arabian peninsula, while Alaska was given to USA.
Post Reply

Return to “Mods and Scenarios”