New Game?

Hannibal: Rome and Carthage in the Second Punic War is a new and innovative turn-based strategy game that puts you in command of the Carthaginian military during a period of total war over land and sea with the young Roman Republic. With this military juggernaut of the ancient world at your disposal, you will vie for control over Italy, Carthage, Spain and the Mediterranean Sea using a combination of strategic political maneuvering and sheer tactical skill both on land and sea. Play consists of two layers; the first is a strategic layer where you must prudently steer your forces to the destruction of Rome’s army and the ultimate destruction of the Republic and city itself. At your disposal are a variety of unit types and historical commanders from which to form your armies. On the tactical scale, when meeting the enemy in battle, skilled leadership and a knack for war come into play as you use a simple but engaging battle system to best your opponents.

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mercenarius
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Re: New Game?

Post by mercenarius »

First off, thanks for your kind words! And thank you for purchasing "my"games. I have to say that Glenn Drover is primarily responsible for the design of the "Victory & Glory" games. I did have some input, but Glenn deserves the lion's share of the credit.

You wrote:
Well I maybe on the final years of my life, but this will be glorious!
That is a lot of live up to! I'll do my best, of course.

Now I said that I was done with logistics, but that is not completely true. I decided that an army which fortifies a position will stay in that fortified state until it actively relinquishes it. This necessitates a small change in the army's Operational Command menu:

Fortified Army Ops Menu.jpg
Fortified Army Ops Menu.jpg (169.89 KiB) Viewed 473 times

Armies in fortified positions will be able to receive regular supply deliveries just as garrisons do and they can function as supply points. It will cost more money, however, than using an established city, fortress, or Vallum which has access to good transport. I haven't programmed this last thing, yet. I hope to do that this week.

The Ops Command dialog for "breaking down" the fortified camp is pretty simple:

Restore Camp Dialog.jpg
Restore Camp Dialog.jpg (189.47 KiB) Viewed 473 times

The "option" here will allow the player to convert any supply units in that army into food stores in friendly garrisons. This is more efficient for - you guessed it! - logistics support in general. In the case shown above, the player doesn't have any friendly garrisons in the province because this is a case of the Romans establishing a toehold in Dacia, as it were.

I'll post a little bit more about this tomorrow, with an extra screenshot or two.
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Re: New Game?

Post by mercenarius »

OK, so "tomorrow" was about a week long. :oops:

I have coded the Ops Command for issuing a Donativum in the field. When the Ops Command is used, the Emperor's current force (only) is paid. For an army-wide distribution, the Administrative Interface must be used.

Here is a screenshot of the relevant dialog in action:

Donative Ops Cmd.jpg
Donative Ops Cmd.jpg (195.9 KiB) Viewed 394 times

This is taken from the Marcus Aurelius scenario. The recommended value for the donative will probably need a little tweaking. The Historia Augusta claims that Marcus actually gave 20,000 sesterces or 5,000 denarii to each member of the Praetorian guard. That is a somewhat difficult to believe, but that's what it says. Cassius Dio attests this figure independently (or, more probably, was the source for the HA) and also provides a figure of 675,000,000 denarii being left to Marcus upon the death of Antoninus Pius.

Well, I haven't adjusted the treasury in that scenario, yet. That gives me the opportunity to introduce the Deficit Spending warning. Here is an example if the player does specify a donative of 5,000 in this case:

Deficit Spending.jpg
Deficit Spending.jpg (159.8 KiB) Viewed 394 times

I'll try to post some more screenshots by next weekend. And I'll have to fish or cut bait about the monetary figures given by Cassius Dio.
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Re: New Game?

Post by Orm »

What would each soldier be getting on a yearly basis? After deductions?

5000 denarii seems like an error, or an intentional overestimation to make a point back then.

Should not be used, in my humble opinion, for how the program works.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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Re: New Game?

Post by mercenarius »

I agree with your assessment, Orm. It (5,000) doesn't seem like a realistic figure. Pay for the Praetorian Guard is a subject with a few pitfalls, perhaps. I have them at 1,200 denarii per year in the Antonine period. There is a multiplier for higher ranks of about 1.25 for the pay at that time.

As far as deductions go, I don't calculate those exactly in the game. I assume right now that they pay for their food and whatever upkeep is needed for weapons. New recruits have the cost of their weapons at least subsidized by the state. At least, the player has to pay upfront depending on how new units are equipped. But I have estimated those costs a bit on the low side, I think.
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Re: New Game?

Post by mercenarius »

Well, I have a couple of small things to show this weekend.

The first is that I revised the Operational Commands menu for ports and naval bases. Here is how it looks now:

Revised Port Ops Menu.jpg
Revised Port Ops Menu.jpg (153.2 KiB) Viewed 276 times

It's not that much different. I deleted the command for a "remove port" item in order to make room for the "Order Stores" item (Logistics, again!). Having the "remove port" function doesn't seem that useful, and I hadn't programmed it yet, anyway. There already is in the game the option to remove a naval base from a port. That is available in the Admin Interface (and I had done that already). The reason for a player to do this is mostly to save money. That's about the only real need to do that.

I also moved the "Improve Harbor" command to be next to the "Upgrade Port" command. This is somewhat more logical.

The difference between "supplies" and "stores" is that fleets don't - or won't - have anything like a supply train. After thinking about it, I decided that warships will be able to carry a 1/2-turn's worth of supplies. This is the old "cram everything you can on deck" sort of thing. I haven't programmed this yet, but I hope to be able to show it to you next weekend. You "load" those supplies using the "Gather Stores" command. The other logistics item, "Order Stores" will work about the same way as ordering a one-time supply delivery to a garrison. It will increase the number of strength points supplied by a port, until those extra stores are consumed.

I also finished off the actual implementation of the "Improve Harbor" and "Upgrade Port" items. The "Upgrade Port" will build a naval base (depot) if there isn't one already in place at that port. Otherwise, that command will upgrade the "Depot" attribute of the port, which is the value that corresponds to the naval base itself. This won't be used much, because sea warfare isn't very important in the period. So, a "default" naval base will usually be enough. But it may get used occasionally, particularly to upgrade a river base. Upgrading the "depot" mostly improves the training efficiency of a port. That "training" is done more or less automatically and adds experience points to naval units and allows them to eventually be promoted to a higher level of quality.

"Improve Harbor" will make one improvement to a port and/or its harbor based on the game's assessment of what is needed most. Here is an example:

Improve Port Ops Dialog.jpg
Improve Port Ops Dialog.jpg (195.55 KiB) Viewed 276 times

In the Admin Dialog you can explicitly choose what you want to do, of course. Improve a harbor, upgrade the docks, add a lighthouse, etc. With the Ops Command, the game will decide what is most pressing. That's why the dialog shows what project you are starting in both the notes and in the details in the bottom left area of the dialog.
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Re: New Game?

Post by mercenarius »

Well, OK, I have been "guilty" of over thinking some things here. It makes little sense to "gather stores" onto warships because the cost of that is already abstracted into the movement rules when there is a lack of supplies in friendly ports. So, I have gotten rid of that and simplified the Operational Commands for ports:

Port Ops Commands.jpg
Port Ops Commands.jpg (150.03 KiB) Viewed 182 times

The "Improve Harbor" item is gone, but the menu was a little too big and that task can be accomplished through the Administrative Interface. It's not too much of a loss.

Similarly, there is no "gather stores" item for fleets:

Ocean Fleet Commands.jpg
Ocean Fleet Commands.jpg (125.78 KiB) Viewed 182 times

As you can see, I have revised the fleet commands to allow ships to anchor where there isn't a port. And I removed a command to "maneuver for battle" which hadn't been implemented and was something of a place holder. In its place I have added the command to recruit directly into the fleet.

Finally, I have revised the Ops commands for field armies in a somewhat similar way. The "Prepare to Ambush" item has been removed. It hadn't been implemented yet and was kind of a loopy idea. The player has other ways of using unconventional tactics. The basic idea of "getting the jump on the enemy" is really abstracted into the command ratings of the leaders. Here is what that menu looks like now:

Field Army Commands.jpg
Field Army Commands.jpg (143.35 KiB) Viewed 182 times

Note: some items on the menus are disabled for what might not seem like obvious reasons. For example, the "Activate Leader" in the screenshots is usually disabled because the only leader in that force has already been activated and cannot be activated again. And so on.

I will try to post more about these things before next Thursday, which is the Thanksgiving holiday here in the U.S., of course.

P.S. Screenshots are a little grainy because these are the smallest size (chosen to fit into this post) and scaling them down has that effect. Most players will see nicer images. At least, a little bit nicer. :)
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Re: New Game?

Post by Dual_CoRed »

I've been out of the loop on this for awhile. Can anyone tell me how big the campaign map will be or has there been any pics posted? Super pumped for this.
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Re: New Game?

Post by mercenarius »

Well, the map at full size happens to be 12800 pixels by 7680 pixels. That's probably not what you were really after, though. :)

The game's map basically covers the area from "Hibernia" to about the middle of the Persian Empire and maybe the upper half of the Arabian Peninsula. Here is slightly edited screenshot of the overview map:

Overview Map.jpg
Overview Map.jpg (63.75 KiB) Viewed 121 times

The map may get a small edit or two before release. I probably won't add any additional islands, even though I'd like to add something in the Adriatic Sea at the least. Cannot have everything, however.
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Re: New Game?

Post by mercenarius »

Well, it's not the day before Thanksgiving, but here are a couple of screenshots to show the recruiting and replacement scheme in the game. The first shows the choice the player will have when selecting "Cohortes Novae" in the Exercitus Department in the Admin dialog.

It's just one way to "drill down" so that the player can choose to recruit new units or add replacements in a (selected) location:

Recruit Type Sample.jpg
Recruit Type Sample.jpg (132.86 KiB) Viewed 87 times

You can review existing recruiting orders on the Strategy Map as well as in the Arma Department in the Admin dialog. Here is example of the report dialog when viewed on the strategy map:

Recruiting Summary Example.jpg
Recruiting Summary Example.jpg (180.61 KiB) Viewed 87 times

It's actually pretty self-explanatory, of course. I'll try to post a couple more screenshots in the next few days. Enjoy your Thanksgiving Holiday if you are celebrating that today.
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Re: New Game?

Post by CSSS »

My holiday just got better! Thank you Sir!
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