The Roman Empire v1.31 released

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von altair
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The Roman Empire v1.31 released

Post by von altair »

The Roman Empire Patch v1.31 (8.11.2008)

- A small but important AI event fix
- AI / PvP balance is now even better
- Modified AI abilities to make it work better

-----------------------------------------------------------------------------

The Roman Empire Patch v1.3 (28.9.2008)

- Increased all city structural points
- Increased fortification and fortress structural points and
Roman fortress also have 1000 production points
- Triremes can now correctly do shorebombardement
- Doubled ship moving capacity (5 hex -> 10 hex)
- Increased heavy weapon moving capacity
- Reduced Barbarian unit power a bit, and gave the
same amount to AI
- Romans got a new cohort including few heavy weapons
- Increased heavy weapons ability to do damage at hard terrain
- Added 2 new actions cards. Both sides can now buy extra supply
with PP
- Fixed PP award system. Now each side can gain max. +50% PP more
than opponent from victorypoint locations
- Increased supply wagon carry capacity and reduced transfer
ability. Now horses are clearly better at transfering stuff
- Barbarians (Germania) got +2000 production points
- Rome got +1000 production points
- Roman 'Germania' Legion got morale boost
- Roman engineers are now rear area units and have better
hard terrain + fortification bonuses. This makes them very
good fighting force in special conditions. Cost also doubled
and engineer needs 2 manpower
- Enchanced Roman manpower usage code
- Reduced Bad Omen cardpower a bit
- Fixed small graphical error

-----------------------------------------------------------------------------

The Roman Empire Patch v1.21 (13.8.2008)

- ALL terrain combat bonuses redone
- The Rome now has Heavy Weapon I research at use in start

-----------------------------------------------------------------------------

The Roman Empire Patch v1.2 (12.8.2008)

- Fixed a bug in 'Recruit a Legion' card. It didin't check manpower
correctly. Now it does.
- Fixed terrain bonuses for all units. Bonuses are working better and
more balanced way.
- Added few more Barbarian warriors for starting setup
- Added few more cavalry for the Rome
- Barbarian Archers didin't show out at production list, fixed that
- Added Fortress for both sides
- Increased Garrison area at southwest, to allow Roman fleet to
defend homewaters
- Reduced the power of Bad Omen cards 80% -> 50%
- Reduced 'Recruit Mercenary' card cost to 30PP
- Reduced cavalry supply usage 4 -> 3
- The Rome wont get Bad Omen card anymore, if Barbarian is AI
- Modified Fort prices
- Modified research cost for Advanced Trireme
and Advanced Leadership, Heavy Weapons I & II
- Added AI Production and unit bonus (new event)
- Hided some critical information about opponents regime variables
at strategic information
- Supply points were too light and they using wrong movement type,
fixed that
- Upgraded Legionaire, Praetorian and Hoplite unit power slightly
- Updated the game info

---------------------------------------------------------------------

The Roman Empire Patch v1.1 (25.6.2008)

- Reworked supply system. Supply Wagons and horses are
modified. Land & Naval transfer should now work correctly.
- Transfer action point limit is now 200
- Fixed Salamantica -> Corduba (event)
- Bandits are now controlled by AI
- Reduced bandit popup rate
- Fixed a bug in Hun event code.

----------------------------------------------------------------------

I decided to choose 'Barbarians' as opposing force to the
Rome, since from Roman point of view everyone except
romans were barbarians :)

Have fun!

Download:
http://www.advancedtactics.org/scenario.php?nr=53

**************************************************
The Roman Empire v1.3

Unit icons: Thanks to (MatrixGames nick) BULLDOGINTHEUK

This game simulates ancient era of the Roman Empire.
Limited number of Roman Legions will fight against
Barbarian hordes. There are some unhistorical elements
in this scenario, to make the game more fun. For example
Hannibal never met Julius Caesar or Attila the Hun never
invaded the Europe at the time, when the Roman Empire
took first steps in world domination. Now all this can happen!

The Game includes:
- 2 Factions, Rome and Barbarians (AI Hun is optional)
- 14 Action Cards
- 49 Different units (including upgrades and named heroes)
- New graphics and icons for all units
- 44 Events
- 8 Researchs

NOTE: The game is meant to be played: Human vs.Human
or Roman player vs. Barbarian AI. Roman AI isn't coded
(Action cards won't work)! Sea antisupply + counter
artillery is in use.

- Unit stacking limit at battle is 400
- Transfer action point limit is 200

Regimes:
There are 13 different regimes, which will affect the game
along with the Rome and Barbarians (Germania). These
are: Britannia, Gallia, Hispania, Mauritania, Carthage/
Numidia, Egypt, Macedonia/Creece, Dalmatia, Dacia,
Sarmatia, Thracia, Raetia and Bandits. Some of them can
be invited to Barbarian faction, by using action cards.
Others may join in action, if opponent fails to maintain
garrison. All regimes will join the fight, if any side declares
a war against them. Bandits are AI controlled (optional)
regime, which will randomly popup in the map.

Special regime activations:
Dacia will join Barbarians if the Rome takes (40,19) Scupi
Thracia will join Barbarians if the Rome takes (42,29) Sparta
Sarmatian will join Barbarians if the Rome takes (36,3) Vandals Tribe
Mauretania will join Barbarians if the Rome takes (6,23) Corduba

Roman Faction:
- Can have special people Praetorians with +20 fight ability
by action card.
- More advanced research available
- Can build Roman Fort Village with 1000 production points
- Limited number of HQ and Unit counters (only available
by action card)
- Have to maintain garrison against Dalmatia, Macedonia/
Creece and Carthage/Numidia. If the Rome fails on this,
they will join in the Barbarian Faction.
- The Rome needs 50 victory points to win the game.
(Every city in a map is worth 1 VP)
- 3 Named leaders
- More Legions CAN be bought ONLY with PP. Check out those action cards.

Barbarian Faction:
- Can have special people Sparta with +20 fight ability
- Ability to build unlimited number of HQ:s and unit
containers.
- Can recruit 4 sleeping regime in faction (Britannia, Gallia,
Hispania or Mauritania).
- Have to maintain garrison against Sarmatia. If
Barbarians fails on this, Sarmatian will join the Rome.
- Barbarians will win the game by owning 50 VP or by
conquering The Rome city.
- 4 Named leaders

Forts:
Fortification: 1000 structure, costs 3PP and 200 EP/supply
Fortress: 2000 structure, costs 6PP and 500 EP/supply
Roman Fortification: 1500 structure, costs 3PP and 250 EP/supply
Roman Fortress: 2500 structure, 1000 production points, is
a port, costs 20PP and 500 EP/supply. Can build only supply,
heavy weapons and ships at fortress.

Political points (PP):
- Every owned city on a map will grant 1 political point for
faction. NOTE You can have only 50% more PP income
from victory points that opponent has.

A player can produce PP, but they are very expensive
and should be made only in emergency situation.

Weather:
- Winter impacts the northern part of the map during
December through February. There is a chance that
winter will also impact November and March turns. In the
winter zone, units have a readiness penalty.

Units:
- Legionaires and Praetorians use 2 manpower points.
Historically only landowners were allowed to be a
Legionaire. All other units use 1 manpower.
- Special units: Chariots and Elephants can be made only
in Africa
- Hoplite units: can only be made in Sparta
- Praetorian units can only be made in 'Imperial Barracks'
- Legionaire units can only be made in Roman people cities

Houserules:
Because of limitations of current engine (v1.20). Roman
player should not sell any HQ or unit container. If they do
this, Barbarians will win the game (event).

Hun Invasion:
Only experienced players should choose this option. It is
really hard to deal with. Hun regime will fall in sleep, if
both factions play tribute cards. Tribute cards come
available after Huns conquered enough VP locations.
It is not possible to collect 50VP after this! >;-)

Game hints & tips
- Legionaires and Praetorians use 2 manpower. Roman
player should backup every Legion Cohort with Auxilia,
to soak up damage.
- Manpower and unit containers are really rare to the
Romans. They should avoid high casualties and total loss
of units at all cost.
- The best way for Barbarians is to surround and kill
Romans for last man!
- Barbarians should try to hurt Roman garrison areas, so
more 'barbarians' dare to join them.

Image
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"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
Falke
Posts: 179
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RE: The Roman Empire v1.0 released

Post by Falke »

a) Horse and Supply wagons have the same Land Cap, so why buy wagons?
b) Transfer Rome > Caralis does not work as there is no "Naval Connection" - No Naval transport works
Falke
Posts: 179
Joined: Fri Aug 13, 2004 10:11 am

RE: The Roman Empire v1.0 released

Post by Falke »

Supply wagons are also logically somewhat FUBAR.
 
When in a HQ > 4 supply are stored!
When in a normal unit > Request supply until 2000 is stored.
 
So only way to use is to keep it in a unit and then to transfer it to the HQ when supply is needed or to ensure that every unit has a wagon.
If not transferred back,the HQ, if cut-off, then suffers from lack of supply while the units still have some supplies for some turns, although once back in supply the demands will cripple other HQs.
 
If this is intended then they need to be reduced across all factors by x10 so that the YoYo supply effect is controllable.
 
Not visible, but should be mentioned is whether any stack penalties are in effect and when.(Stock is 100, and the intitial units have 300 (rome) 500 (Barb) stack points). In stock i like to use units of 50-60 stack points to maximise tactical flexibility
 
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von altair
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RE: The Roman Empire v1.0 released

Post by von altair »

ORIGINAL: Falke

Supply wagons are also logically somewhat FUBAR.

When in a HQ > 4 supply are stored!
When in a normal unit > Request supply until 2000 is stored.

So only way to use is to keep it in a unit and then to transfer it to the HQ when supply is needed or to ensure that every unit has a wagon.
If not transferred back,the HQ, if cut-off, then suffers from lack of supply while the units still have some supplies for some turns, although once back in supply the demands will cripple other HQs.

If this is intended then they need to be reduced across all factors by x10 so that the YoYo supply effect is controllable.

Not visible, but should be mentioned is whether any stack penalties are in effect and when.(Stock is 100, and the intitial units have 300 (rome) 500 (Barb) stack points). In stock i like to use units of 50-60 stack points to maximise tactical flexibility

Thank you for feedback! Yes, it is not intended that a horse has 2000 landcap, it should be less. Thats a bug. Wagons reason is to carry more and transfer more than a horse.

I have no idea why Supply wagons reacts like that in HQ. Thats up to client. Mayby Victor can answer on this one. To be honest, I havent examined supply flow too close, so this thing is quite new to me. Have to look deeper in it.

Yes stack limits are higher in this game. Stack limit is actually 400, not 100. This is needed to achieve a large army feel. AI is also setup to use and make higher units
and it will use this stack limit as well.
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
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von altair
Posts: 316
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RE: The Roman Empire v1.0 released

Post by von altair »

I have been quite busy with Age of Conan and real life! Anyway I will release updates to this mod after enough testgames are done.

Have you guys noticed any balance issues?
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
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Vic
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RE: The Roman Empire v1.0 released

Post by Vic »

There might be some confusion here about the HQ supply stat and the HQ real supply stat. Always look at the HQ real supply stat.
 
kind regards,
vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
alaric318
Posts: 366
Joined: Tue Oct 07, 2003 5:45 am

RE: The Roman Empire v1.0 released

Post by alaric318 »

greetings, looks very well, i only have to do one suggestion, may be unhistorical but can be fun, as Rome and Carthago the greek empire and the egypt empire and the persian sasanida (do not know how to write it right) are empires from this given time frame, obviously to setup these empires will be much and hard work, just a suggestion, can add flavour and more play options, in example a game with 4/5 players, Rome, Carthago, Greece, Egypt, and Persia can be fun and somewhat historical, aside i think it is not the spirit of the mod/scenario, as the wars with the barbarians and migration of germanic tribes are late than warfare between named empires,
 
very good luck with the scenario and thanks for make it available, if i have some time free i will give it a try, i do not play Age of conan but other war and strategy games and some scenario projects keep all my time locked,
 
best regards,
 
murat30/alarick.
There is no plan of battle that survives the contact with the enemy.
kirkgregerson
Posts: 497
Joined: Wed Apr 09, 2008 2:21 pm

RE: The Roman Empire v1.0 released

Post by kirkgregerson »

Love the mod so far, but a few things.
 
- 'Mauretania will join Barbarians if the Rome takes (6,23) Salamantica' : this is not the correct city at 6,23 so what was the intend the city Salamantica or the city at 6.23?
 
- Found the issue with moving units from parent HQ to subordinates.  So far can't do it.  Think there was an earlier post on this.
 
I'll continue to report what I find.  Only played 30min so far as the Romes.  The Gallic group got pissed off at me and joined Barbarians, so now I need to teach them a lesson in Roman ediquet. [&o]
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Delyn Locksmiths
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RE: The Roman Empire v1.0 released

Post by Delyn Locksmiths »

I've been enjoying this scenario whilst stuck in my hotel room at the MLA expo in Telford. It's great, and plays very differently. I think the inability to transfer units a long distance adds to the feel. What you have to do is transfer to a unit a short distance away and have a chain of hQ's and units if you want to transfer to front line legions. Which, with limited counters is particularly difficult. Doesn't seem like sea transport works at all though, which is a shame. Do you want me to jump in and see if I can fix that? Or is it meant to be like that? Or is there a fix coming soon?
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von altair
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RE: The Roman Empire v1.0 released

Post by von altair »

ORIGINAL: Delyn Locksmiths

I've been enjoying this scenario whilst stuck in my hotel room at the MLA expo in Telford. It's great, and plays very differently. I think the inability to transfer units a long distance adds to the feel. What you have to do is transfer to a unit a short distance away and have a chain of hQ's and units if you want to transfer to front line legions. Which, with limited counters is particularly difficult. Doesn't seem like sea transport works at all though, which is a shame. Do you want me to jump in and see if I can fix that? Or is it meant to be like that? Or is there a fix coming soon?

Greetings and thank you and others about feedback!

kirkgregerson: I will look at activation thing and it will be fixed in next patch.

Murat30/Alarick: Yeah I have been thinking about that as well, but like you sayd it takes a lot of job to add that in. Anyway it is kinda easy to modify this scenario for 3-6 player. In my opinnion, such games are not good and I havent played such things. There are always people who are lacking turns and others have to wait. That will decrease fun of it quite fast. 1 vs. 1 games have been the best I've played with this and thats why I limited this scenario.

It was intended to have shorter transfer system in this game. There was no trains or any other methods for Legions to have fast trip into Gallia or in any other area in that matter. Like you already mentioned, it is possible to transfer short distances with HQ chains.

I will look at seatransfer system more closely, there should be the same ability to transfer units as in land, but short as well. People have to understand, that in this time ships and research didin't allow Columbus to find the New World yet. The Roman Empire, were most advanced civilization, but even they can't do such things - yet.

I will release patch after more playtesting have occured and people have better idea about balance. I am too close at game by myself to decide how to balance both sides good enough.

Delyn: if you want to do something, please do and show it to me if you want. Scenario is free for everyone to have fun and modify it. Like WaW, it comes better and better with time and people attention.
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
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von altair
Posts: 316
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RE: The Roman Empire v1.1 released

Post by von altair »

The Roman Empire Patch v1.1 (25.6.2008)

- Reworked supply system. Supply Wagons and horses are
modified. Land & Naval transfer should now work correctly.
- Transfer action point limit is now 200
- Fixed Salamantica -> Corduba (event)
- Bandits are now controlled by AI
- Reduced bandit popup rate
- Fixed a bug in Hun event code.

Have fun!
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
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british exil
Posts: 1686
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Location: Lower Saxony Germany

RE: The Roman Empire v1.1 released

Post by british exil »

Downloaded the game yesterday.
The game game seems to be very interesting.
Playing around a bit. Is it possible to create more than 3 legions?
I have I legion Germanica, II Legion Italia and III Legion, which was created by using the handcard. (95pp)

I amassed hundreds of troops and thought that Ist Legion with Julius Caeser in command would lead a campaign against the Gauls. They in return called all the Spanish, British and German Barbarians to aid them in fighting Rome.
Now with only 2 legions, it is almost impossible to fight the Gauls,Spanish and Germans. (The British seem to staying at home) as the 3rd legion has to man the southern border against north Africa and Greece.


Have I done something wrong?
Attacked the wrong enemies? Attacked to early? Or must I wait to be attacked?

And how do I create more Legions??

Hope for some helpful tips.

Mat
"It is not enough to expect a man to pay for the best, you must also give him what he pays for." Alfred Dunhill

WitE,UV,AT,ATG,FoF,FPCRS
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british exil
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RE: The Roman Empire v1.1 released

Post by british exil »

Oh yeah nearly forgot.
What are the horses for?
Couldn't really work out what they do, thought it was at first as transportation for maybe my engineers but nope.


Mat
"It is not enough to expect a man to pay for the best, you must also give him what he pays for." Alfred Dunhill

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von altair
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RE: The Roman Empire v1.1 released

Post by von altair »

ORIGINAL: british exil

Oh yeah nearly forgot.
What are the horses for?
Couldn't really work out what they do, thought it was at first as transportation for maybe my engineers but nope.

Mat

Horses are for transfering units from a cohort/HQ to another. A horse can't carry too many supplies like supply wagons do. There are situations where you don't want to use an expensive wagons with full of supply. Costs too much to lose a few wagons with supplies on them.

Regular horse can' carry a man, they are purely workhorses. If you want mounted units, buy a cavalry! A Chariot can carry 3 man and elephant 5.
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
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von altair
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RE: The Roman Empire v1.2 released

Post by von altair »

After several human vs human games, i've made a new patch for my scenario.
This is quite major one. Many problems are fixed and both sides are balanced
and maded even more enjoyable to play.

Have fun!

--------------------------------------------------------------------------------------

The Roman Empire Patch v1.2 (12.8.2008)

- Fixed a bug in 'Recruit a Legion' card. It didin't check manpower
correctly. Now it does.
- Fixed terrain bonuses for all units. Bonuses are working better and
more balanced way.
- Added few more Barbarian warriors for starting setup
- Added few more cavalry for the Rome
- Barbarian Archers didin't show out at production list, fixed that
- Added Fortress for both sides
- Increased Garrison area at southwest, to allow Roman fleet to
defend homewaters
- Reduced the power of Bad Omen cards 80% -> 50%
- Reduced 'Recruit Mercenary' card cost to 30PP
- Reduced cavalry supply usage 4 -> 3
- The Rome wont get Bad Omen card anymore, if Barbarian is AI
- Modified Fort prices
- Modified research cost for Advanced Trireme
and Advanced Leadership, Heavy Weapons I & II
- Added AI Production and unit bonus (new event)
- Hided some critical information about opponents regime variables
at strategic information
- Supply points were too light and they using wrong movement type,
fixed that
- Upgraded Legionaire, Praetorian and Hoplite unit power slightly
- Updated the game info
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
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von altair
Posts: 316
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RE: The Roman Empire v1.21 released

Post by von altair »

The game is nothing without tactical terrain point of view. Now this scenario
uses all offensive/defensive combat bonuses from different type of terrains!


The Roman Empire Patch v1.21 (13.8.2008)

- ALL terrain combat bonuses redone
- The Rome now has Heavy Weapon I research at use in start
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
ChairGeneral
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RE: The Roman Empire v1.21 released

Post by ChairGeneral »

Hi!

I just bought AT a week ago! I have been playing WaW 33d, Russian front (with pre-move patch) and this Roman Empire scenario. These scenarios proves how great At actually is.

Wondering if it would be possible to have this great scenario for more than just 2 players? I got few friends who would like to play this as like 4-6 player game. Since this game has many different nations, it might be possible?

I think there should be more production for both sides...
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von altair
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RE: The Roman Empire v1.21 released

Post by von altair »

ORIGINAL: ChairGeneral

Hi!

I just bought AT a week ago! I have been playing WaW 33d, Russian front (with pre-move patch) and this Roman Empire scenario. These scenarios proves how great At actually is.

Wondering if it would be possible to have this great scenario for more than just 2 players? I got few friends who would like to play this as like 4-6 player game. Since this game has many different nations, it might be possible?

I think there should be more production for both sides...

Hola mate!

Thank you for your nice words and feedback. I hope you enjoy AT.

Yes, it would be possible to add 3-6 player multiplayer system in this scenario. That is actually an easy part. Let me explain why it is not too wise though. This scenario is made for only 2 player for several reasons. I have seen that most multiplayer games are played becose of just 2 people. Those games goes smoothly and fast. Several players in the same game and there will always be delays and even total jams becose someone goes away for weeks or even ends the game. Another reason is, that i've balanced the game for two. It would be a a lot better to do totally new scenario which is maded only for human vs. human (3-6 players). That way it will be better balanced for all of them and more enjoyable too. I will think about this. If my time allows, i'll do it someday.

We are currently playing testgame with Stikman. After that I know more about productions. After all this scenario is quite well balanced as it is. I am always listening new ideas, please let them flow!
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
ghoward
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RE: The Roman Empire v1.21 released

Post by ghoward »

iHere is what I posted over in arr's
The romans took Scupi (40,19)in the game I am playing, but the dacians didnt react. is there also a % die roll involved with this?

I looked at the event and it looked like there might a random 1 in 10 that has to hit while rome is in possession of 40,19 for the trigger to execute. If the Dacians suddenly move Ill let you know. I will also high my flanked roman butt out of macidonia [:D]
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von altair
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RE: The Roman Empire v1.21 released

Post by von altair »

ORIGINAL: barerabbit

iHere is what I posted over in arr's
The romans took Scupi (40,19)in the game I am playing, but the dacians didnt react. is there also a % die roll involved with this?

I looked at the event and it looked like there might a random 1 in 10 that has to hit while rome is in possession of 40,19 for the trigger to execute. If the Dacians suddenly move Ill let you know. I will also high my flanked roman butt out of macidonia [:D]

Yeah I checked this out. There were 10% chance for event.

I am going to make a large patch as soon as time allows. I played few games with mr. Stik and results of those games will be moved to the next patch. Better balance, few bugfixes and new things will come soon.
"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna
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