S.P.Q.R. -Work in Progress
Moderator: Vic
RE: S.P.Q.R. -Work in Progress
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
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
RE: S.P.Q.R. -Work in Progress
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!
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ETO uses a special hex that can hold and allow passage of both Naval and Ground forces also.
Favoritism is alive and well here.
RE: S.P.Q.R. -Work in Progress
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
Cheers
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
- ernieschwitz
- Posts: 4536
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: S.P.Q.R. -Work in Progress
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!
![]()
Nice test

Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
RE: S.P.Q.R. -Work in Progress
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![;)]
RE: S.P.Q.R. -Work in Progress
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![;)]
RE: S.P.Q.R. -Work in Progress
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]
RE: S.P.Q.R. -Work in Progress
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
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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!


[/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!

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- ernieschwitz
- Posts: 4536
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: S.P.Q.R. -Work in Progress
One idea...
But it requires Vic to do some changes to the way ATG works. So really no...
But it requires Vic to do some changes to the way ATG works. So really no...
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
RE: S.P.Q.R. -Work in Progress
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!
RE: S.P.Q.R. -Work in Progress
...European Theatre of Operations!
Sorry...!
Sorry...!

- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: S.P.Q.R. -Work in Progress
Hi, There is a ARHS mod in the scenario bank which includes a Roman era mod. Very fun.
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
RE: S.P.Q.R. -Work in Progress
This mod/new ruleset looks indeed very cool. Its probably will be human-human only, i doubt very much the AI can handle so much changes and such a large map with probably low unit count.
I can help answering questions and giving advice. I know the engine like no other
You can make requests for engine changes, but unless they are really small they will probably not get implemented any time quick.
As for the bridge question. Pooh.. the engine was never designed to do stuff like this, since rivers in vanilla ATG are implemented as hex-sides.
With your approach I think you only have 3 options.
1. make the bridge a port location. So that land and navy can share it. (but on retreat or lack of land units the ships will be destroyed). However if you describe this as a rule (boats at a bridge are docked like if in a port) it could work.
2. human to human only. make bridge an immobile sftype in a naval unit that loads and unloads land units.
3. most radical. human to human only. make the rivers and sea hexes all land hexes belonging to a different regime everybody is allied with. And make ships land sftypes that are the only one that can move over these river and sea hexes. Use transfer to get land troops on and off board. problem here is that land troops might end up stranded if all their carriers are destroyed. But that could be solved with an event called after combat that wipes them off the map.
best,
Vic
I can help answering questions and giving advice. I know the engine like no other

As for the bridge question. Pooh.. the engine was never designed to do stuff like this, since rivers in vanilla ATG are implemented as hex-sides.
With your approach I think you only have 3 options.
1. make the bridge a port location. So that land and navy can share it. (but on retreat or lack of land units the ships will be destroyed). However if you describe this as a rule (boats at a bridge are docked like if in a port) it could work.
2. human to human only. make bridge an immobile sftype in a naval unit that loads and unloads land units.
3. most radical. human to human only. make the rivers and sea hexes all land hexes belonging to a different regime everybody is allied with. And make ships land sftypes that are the only one that can move over these river and sea hexes. Use transfer to get land troops on and off board. problem here is that land troops might end up stranded if all their carriers are destroyed. But that could be solved with an event called after combat that wipes them off the map.
best,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
- ernieschwitz
- Posts: 4536
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: S.P.Q.R. -Work in Progress
I like vic´s second idea best 

Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
RE: S.P.Q.R. -Work in Progress
Thanks Vic for this great engine and for your help (is very very important!)[&o]
This mod is only for human vs human and I think that second option is very iteresting!
Thanks!!!
This mod is only for human vs human and I think that second option is very iteresting!
Thanks!!!
RE: S.P.Q.R. -Work in Progress
ORIGINAL: lelechan
This mod is only for human vs human and I think that second option is very iteresting!
+1
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
RE: S.P.Q.R. -Work in Progress
Yeah only problem with option 2 is that it will not be possible to conquer a bridge.
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: S.P.Q.R. -Work in Progress
Ok! Then I will start to test the three possible solutions.
Thanks!
Thanks!
- lion_of_judah
- Posts: 2306
- Joined: Mon Jan 08, 2007 6:36 pm
- Location: somewhere over the rainbow
RE: S.P.Q.R. -Work in Progress
very good job.... I'm very much looking forward to trying this out.
RE: S.P.Q.R. -Work in Progress
Lelechan,
WOW. This is incredibly impressive and ambitious! You've obviously put a LOT of time/effort/energy into this.
I've long had the idea of a Roman scenario/mod on my back, back burner, although nothing quite on this scale. Some general questions:
- What is the time period(s) you will be modelling?
- Will this be an open-ended game (ahistoric), follow a historic timeline, or something in-between?
- What is the turn time scale you're thinking of?
- What other (non-Roman) regimes are you thinking of? How will you be handling them (e.g., AI, sleeping, etc.)?
- How will you model 'barbarians' and pirates?
- What people types are there?
- How are you handling research/technologies?
I apologize for the interrogation, but I'm really curious. It seems like there's so much you could do with this (and all of it good!), from specific historical scenarios/campaigns to open-ended empire building. I have several thoughts/ideas depending on the direction(s) you have in mind, but this is your baby! [:)] Of course Vic knows best [X(], but I do think it is possible (& maybe necessary) to incorporate AI into this to some degree (with proper coding, and of course depending on what you have in mind). I'd love to help with this project, time/life allowing.
Oh, and regarding the bridge issue above: are you looking to be able to build it, or have it pre-existing? If the former, you could set up a card which, when played by the Romans, 1) changes the terrain from water to (water-looking) land, and 2) establishes an indestructable port-like LT (per Vic's Nr.1 above). Either way, Vic's Nr.1 seems the most hastle-free way to implement this.
Cheers!
WOW. This is incredibly impressive and ambitious! You've obviously put a LOT of time/effort/energy into this.
I've long had the idea of a Roman scenario/mod on my back, back burner, although nothing quite on this scale. Some general questions:
- What is the time period(s) you will be modelling?
- Will this be an open-ended game (ahistoric), follow a historic timeline, or something in-between?
- What is the turn time scale you're thinking of?
- What other (non-Roman) regimes are you thinking of? How will you be handling them (e.g., AI, sleeping, etc.)?
- How will you model 'barbarians' and pirates?
- What people types are there?
- How are you handling research/technologies?
I apologize for the interrogation, but I'm really curious. It seems like there's so much you could do with this (and all of it good!), from specific historical scenarios/campaigns to open-ended empire building. I have several thoughts/ideas depending on the direction(s) you have in mind, but this is your baby! [:)] Of course Vic knows best [X(], but I do think it is possible (& maybe necessary) to incorporate AI into this to some degree (with proper coding, and of course depending on what you have in mind). I'd love to help with this project, time/life allowing.
Oh, and regarding the bridge issue above: are you looking to be able to build it, or have it pre-existing? If the former, you could set up a card which, when played by the Romans, 1) changes the terrain from water to (water-looking) land, and 2) establishes an indestructable port-like LT (per Vic's Nr.1 above). Either way, Vic's Nr.1 seems the most hastle-free way to implement this.
Cheers!