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RE: The Roman Empire mod
Posted: Sat Mar 29, 2008 7:53 pm
by von altair
ORIGINAL: BULLDOGINTHEUK
Heres a quick one I started, needs to be resized.
Whoa! Looks very nice. Sent you a mail. I am currently working on map. This mod will have a desert! I now know why few scenarios are lacking it

It needs a bit more work, but I am going to do it!
RE: The Roman Empire mod
Posted: Sat Mar 29, 2008 8:03 pm
by von altair
Here is how africa looks atm.

RE: The Roman Empire mod
Posted: Sat Mar 29, 2008 8:06 pm
by von altair
Here comes some unit examples, including Julius Caesar.

RE: The Roman Empire mod
Posted: Sat Mar 29, 2008 8:45 pm
by rickier65
Looks like this is coming along nicely von altair.
I dug out the very first wargame I owned (not counting Risk), It was the Conquerors. An SPI gameset that had two games, The Macedonians and The Romans.
The Romans dealt with the Mediterranean expansion during the years 200 - 189 BC.
I'll have to take a look at it along with your mod.
Rick
RE: The Roman Empire mod
Posted: Sat Mar 29, 2008 8:56 pm
by von altair
ORIGINAL: Rick
Looks like this is coming along nicely von altair.
I dug out the very first wargame I owned (not counting Risk), It was the Conquerors. An SPI gameset that had two games, The Macedonians and The Romans.
The Romans dealt with the Mediterranean expansion during the years 200 - 189 BC.
I'll have to take a look at it along with your mod.
Rick
Great. All new and fresh ideas are welcome and I will put them in the mod if possible. This mod is NON-Historical. I think it is better for the game, to make some decisions to make it good and balanced. For example I am going to add some heroes in the game, which were not there. Hannibal, Calgacus or Arminius never meet Julius Caesar, but now they will do

Also I am going to add 2 special people in mod. There will be Praetorians and Sparta people. Both will have some fighting bonus over regular people and ability to walk as a special unit (Praetorians & Hoplites). All these things are fun for the game, but not so historical.
RE: The Roman Empire mod
Posted: Tue Apr 08, 2008 10:57 pm
by von altair
Current worklist:
Map - done
48 Different units - done (including research upgrades)
10 Action cards - done
27 Events - 95% done
Unit Graphics - done
Unit Icons - 98% done (thanks a lot BULLDOGINTHEUK)
Unit placement - 95% done
Balance and betatest - next phase
I must say, that AT is a very good game and editor moves it even higher level.
While creating this mod, many things and possibilities opened.
RE: The Roman Empire mod
Posted: Wed Apr 09, 2008 10:44 pm
by IRONCROM
I like it Von. Looks great!
RE: The Roman Empire mod
Posted: Tue Apr 15, 2008 11:01 pm
by von altair
ORIGINAL: IRONCROM
I like it Von. Looks great!
Thanks for comment. I have bad habit to make everything too perfect. I have done some events once and then I find out some other and better ways to do it. Also researching more detailed things in it.
Currently I am doing (Yeah unhistorical) event in it. Its Hun invasion. AI controlled regime can be choosed at the start of the game. If it is selected, a very strong AI
regime comes to the east part of map. It will start advancing all directions and will fight with Barbarians and Romans too. I am planning to do different counter Action Cards for it. So players can choose different playing style against it.
Overall I am trying to do a mod which will allow many different game variations. It is already very good in it. There really is many different ways to win the game.
Since BULLDOGINTHEUK has some computer problems, I would like to ask, if someone already has some good icon graphics for Fortification/Fortress? If not, mayby someone would like to do them? If you are intrested, let me know and ill give more details.
RE: The Roman Empire mod
Posted: Wed Apr 16, 2008 8:58 am
by serg3d1
Why not add German pazners and Russians with kalashnikovs ? That wouldn't make realism any worse, considering that Romans legions, Egyptian chariots and British longbow are all in the same battle

RE: The Roman Empire mod
Posted: Wed Apr 16, 2008 3:02 pm
by von altair
ORIGINAL: serg3d1
Why not add German pazners and Russians with kalashnikovs ? That wouldn't make realism any worse, considering that Romans legions, Egyptian chariots and British longbow are all in the same battle
There are many ways to deal with realism and funfactor. My way doesn't include "pazners"

RE: The Roman Empire mod
Posted: Fri May 02, 2008 5:57 pm
by von altair
The Scenario is almost done. It still needs a lot of balancing and some testgames, to be sure that it will give enjoyable game with both sides. Balance is not an easy issue, when using new units.
RE: The Roman Empire mod
Posted: Thu May 29, 2008 7:42 pm
by Delyn Locksmiths
Enjoying this instead of the campaign as i can't get that to work. What is the purpose of the leaders (julius ceaser, marcus crasus etc)? Also, engineer production costs are a bit untidy 66.666666666 for some things.
RE: The Roman Empire mod
Posted: Thu May 29, 2008 9:21 pm
by von altair
ORIGINAL: Delyn Locksmiths
Enjoying this instead of the campaign as i can't get that to work. What is the purpose of the leaders (julius ceaser, marcus crasus etc)? Also, engineer production costs are a bit untidy 66.666666666 for some things.
What do you mean? Campaign doesn't work? Leaders are like legates/chiefs but better skills. They are very important to the Barbarian faction, since leaders are the only way for them to have advanced leadership level. Yeah I know about that engineer thing, but it doesnt matter, if it is 67 or 66.666x or does it?
