The first Punic War

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Grymme
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The first Punic War

Post by Grymme »

Early version downloadable here

http://web.comhem.se/olvmyr/At%20mod/Pu ... %20v2.html

Still some chinks to figure out. The idea of the scenario is to focus on the feel of the warfare of that time. So there is a large stackinglimit (500/hex) low counter density (cost of unit/HQ 5/20pp) and a lot of siege action. All cities and towns are fortified. Also graphics are somewhat different from the normal ones. The effect i was going for was a boardgamelike feel.

Production of new units is limited by available manpower. And the number of siege engines is restricted for each side.

Some of the other features include storms at sea, historical leaders, etc.

Still working on the scenario so any ideas on improving the scenario is welcome.
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RE: The first Punic War

Post by Grymme »

Uploaded a new version 8k

Change list
- Deleted irritating tank unit in africa
- fixed 2 picture error bugs
- Updated briefing and added a briefing.doc
- Changed all SFT pictures
- Added 2 new SFTs Auxiliary Cavalry and Scout.
- Changed cost of all SFTs.
- Added commander reinforcements. 3 for Rome and 1 for Carthage so far.
- Changed composition of some of the armies (mostly exchanging Cavalry for Auxiliary Cavalry.
- Added 2 game options. Carthage and Rome political advantage.
- Changed starting placement of roman senate.
- Changed desert stats and road stats.

Still thinking about other events. Famine might be one of them. Maybe some augur stuff. Maybe possibility of commanders dying of old age, maybe attrition on land. Any ideas are welcome.

Download location.
http://web.comhem.se/olvmyr/At%20mod/Pu ... %20v2.html

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Bombur
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RE: The first Punic War

Post by Bombur »

Excellent scenario, congratulations.
I´m having a small trouble with Quintirremes, however, I was supposed to be producing two of them each turn in Neapolis but they simply accumulate in the force pool and never appear in the HQ.
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RE: The first Punic War

Post by Grymme »

Thanks Bombur. Always nice to be appreciated.

There might be something wrong with my "manpower" event. Havent had much experience with this type of event.

Here is the code of the 2 events.

(this event is early turn check)
0)    SETVAR: Rome_Manpower Consumed(#3) = 0
1)    SETVAR: Carthage_Manpower Consumed(#3) = 0
2)    SETVAR: Syracuse_Manpower Consumed(#3) = 0

(this event is late turn check)
0)    CHECK: CheckTurn == 0
1)      SETVAR: Rome_Monthly Manpower Gain(#1) = CheckVP(0)
2)      SETVAR: Rome_Monthly Manpower Gain(#1) / 2
3)      SETVAR: Rome_Total Manpower(#0) + Rome_Monthly Manpower Gain(#1)
4)      SETVAR: Rome_Total Manpower(#0) - Rome_Manpower Consumed(#3)
5)    END CHECK
6)    CHECK: CheckTurn == 1
7)      SETVAR: Carthage_Monthly Manpower Gain(#1) = CheckVP(1)
8)      SETVAR: Carthage_Monthly Manpower Gain(#1) / 2
9)      SETVAR: Carthage_Total Manpower(#0) + Carthage_Monthly Manpower Gain(#1)
10)     SETVAR: Carthage_Total Manpower(#0) - Carthage_Manpower Consumed(#3)
11)   END CHECK
12)   CHECK: CheckTurn == 2
13)     SETVAR: Syracuse_Monthly Manpower Gain(#1) = CheckVP(2)
14)     SETVAR: Syracuse_Monthly Manpower Gain(#1) / 2
15)     SETVAR: Syracuse_Total Manpower(#0) + Syracuse_Monthly Manpower Gain(#1)
16)     SETVAR: Syracuse_Total Manpower(#0) - Syracuse_Manpower Consumed(#3)
17)   END CHECK


Building any military SFT adds one to the Manpower consumed regimeslot.

So if anyone knows what might be wrong with these events please let me know.
______________________________________________

Made some small changes:
- Added Carthage leaders Hamilcar Barca and Xanthippus.
- Added game option called HQ restrictions. With this option checked HQ units can only be raised in Rome or Carthage. Syracuse doesnt get this restriction because it will often be played by the AI.
- Added missing city name.

Havent uploaded changes yet. Am working a lot, so not much time to work on it or play.

I am in round 5 of the first test game. Playing Rome. I am fighting Syracuse around Messana and Carthage has landed an army in southern italy. Some minor naval skirmishing and But it does feel like the ancients.

Also ordered this. GOLDSWORTHY, ADRIAN:FALL OF CARTHAGE 416 pages of punic wars. Hoping that at least 100 will be devoted to the first one.
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RE: The first Punic War

Post by Lunaticus_matrixforum »

Looks very nice. Again a worthy addition to the large range of different and interesting AT scenarios. Will surely give this a try sometime.

As to your question: Generally your events should and settings in the game should work. If no Quintiremes are produced then the reason is probably no manpower available which is as it should.
There is one oddity however (from my point of view): All manpower is subtracted twice. So if you build a Quintireme it will cost 2 manpower as it is once directly subtracted from the available manpower and once via the manpower consumed. Or in other words if you have 10 manpower you can build 5 troops with this, not 10. Tested with low production on Rome.
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Bombur
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RE: The first Punic War

Post by Bombur »

That´s correct, the trouble is that I have not enough manpower, but, in such event, what units are built first? Why the computer stops building ships instead of, say, cavalry, is there any priority list?
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RE: The first Punic War

Post by Grymme »

Lunaticus. Aha. That might explain a lot of the strange things that happened in our first testgame. I will remove the manpower consumed lines then and test it again.
 
Regarding priority lists. I honestly have no idea.
 
So my ideas for events so far goes something like this.
 
1. Famine
Random chance of famine each round. Available manpower that round is effected and possibly price of supply goes way up.
 
2. Chance of historical leaders dying
Small chance each round of each individual SFT dying of natural causes
 
3. Town local supply
Check each town hex. If units in that hex they will get a small amount of supply. Maybe 10-20.
 
4. Mercenaries
I have started to implement this event. Mercenaries are a special SFT that have better equipment (120 hp) and are more skilled (higher kill %). Units of mercenaries can be recruited in Carthage and/or Rome. Each round there is a small chance that mercenaries for some reason or other dissapear (mutiny, go home etc).
 
5. Change in political climate/different fraction takes power
Dont know really how to implement this. But in the Boardgame the scenario is modelled after Carthage has different political climates. Cautious, interested and Agressive. This effects the number of armies that can be deployed outside Africa. If political climate is cautius only 1 army can be deployed, if interested 2 armies, if agressive 3 armies. Any ideas how to implement this?
 
6. Land attrition
Warfare in the ancient age was difficult because of large amounts of attritition. Somehow this could be implemented so that units/armies outside of cities have a chance of suffering low numbers of attrition. Even better would be if it was affected by being outside of the range of HQ power. But dont know how to do this.
 
In other news i added a paypal donate button (thanks for suggestion lunaticus) on the download page. So if you like this scenario. Feel free to donate 1-2$. Thinking about uploading the other five scenarios i have finished to my mod page in the same way. But would need more serverspace. I only have 50 meg. My scenariofolder is something like 1gig.
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RE: The first Punic War

Post by Grymme »

Uploaded new version of the scenario v. 9B to the homepage.

Changelist

- Added commander Ad Herbal for Carthage
- Added Mercenary SFT
- Fixed Manpower bug so that each SFT only cost one manpower
- Changed some peoples colour
- Added Recruit Mercenaries event for both Rome and Carthage. Recruiting a unit of mercenaries will cost 13PP but no manpower
- Added Mercenary desertions event. Each round there will be a small chance of mercenaries deserting.
- Updated and spruced up the briefing a bit. Will show it here also.

Experimented a little with a possible leader dying event but havent gotten it to work.

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RE: The first Punic War

Post by Grymme »

Here is the current Briefing
 
[font="times new roman"]THE PUNIC WAR: 264-241 BC[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"][/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
[font="times new roman"]The First Punic War (264 to 241 BC) was the first of three major wars fought between Carthage and the Roman Republic. For 23 years, the two powers struggled for supremacy in the western Mediterranean Sea. Carthage, located in what is today Tunisia, was the dominant Western Mediterranean power at the beginning of the conflicts. Eventually, Rome emerged the victor, imposing strict treaty conditions and heavy financial penalties against Carthage.[/font]
[font="times new roman"]The series of wars between Rome and Carthage were known to the Romans as the "Punic Wars" because of the Latin name for the Carthaginians: Punici, derived from Phoenici, referring to the Carthaginians' Phoenician ancestry.[/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font][/b]
[font="times new roman"]1. BACKGROUND[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]1.1 Scale[/font]
[font="times new roman"]The map represents Africa, Sardinia, Sicily, Corsica and Italy.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Each strenghtpoint represents 50 men. A strenghtpoint of ships represents 10 ships. Each Elefant or War Machine strenghtpoint represent 5-10 examples.[/font]
[font="times new roman"] [/font]
[font="times new roman"]1.2 Credits[/font]
[font="times new roman"]Credits to Lunaticus for modding help, RustytheFirefly for playtesting, Von Altair for his inspirational Roman Mod (and 2 SFT symbols).[/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font][/b]
[font="times new roman"]2. RULE CHANGES[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]2.1 Cost of units[/font]
[font="times new roman"]Building a new unit costs 5PPs. A new HQ cost 20PPs. This change is done to male counter density lower and to help concentrate larger armies.[/font]
[font="times new roman"] [/font]
[font="times new roman"]2.2. Hex stack limits[/font]
[font="times new roman"]Stack points per hex changed to 500. 200 extra per hex attacking.[/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
[font="times new roman"]3. REGIMES, PEOPLES etc[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]3.1  Regimes[/font]
[font="times new roman"]There are 3 active regimes in the scenario. Carthage, Rome and Syracuse. Carthage and Syracuse are at peace. Rome are at war with both.[/font]
[font="times new roman"] [/font]
[font="times new roman"]3.2 Peoples[/font]
[font="times new roman"]Roman[/font]
[font="times new roman"]Etruscan[/font]
[font="times new roman"]Greek[/font]
[font="times new roman"]Sicilian[/font]
[font="times new roman"]Ligurian[/font]
[font="times new roman"]Mamertan[/font]
[font="times new roman"] [/font]
[font="times new roman"]Carthage[/font]
[font="times new roman"]Libyan[/font]
[font="times new roman"] [/font]
[font="times new roman"]Numidian[/font]
[font="times new roman"]Numidians have a lower battle morale than the average fighter, but fight with higher effiency.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Iberian[/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
[font="times new roman"]4. UNITS[/font][/b]
[font="times new roman"] [/font][/b]
[font="times new roman"]The normal units are replaced by the following SFT types.[/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
[font="times new roman"]Infantry[/font]
[font="times new roman"]The normal infantry of the age. Has no recon points. Move by foot. Can carry 3 rounds of supply. 100 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Auxiliary infantry[/font]
[font="times new roman"]Auxiliary infantry are similar to the SMG. They also have no recon points and can carry three rounds of supply. 150 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]War Elephants[/font]
[font="times new roman"]This unit can only be produced by Carthage. They are equivalent to armoured car, except that they travel by foot. 1 000 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Siege Engine[/font]
[font="times new roman"]Equivilant of artillery. Restrictions on numbers apply. 2 000 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Officers[/font]
[font="times new roman"]Like staff, but have only 5 staff points. Not a rear area unit. 250 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Cavalry[/font]
[font="times new roman"]Move on horse. Double the hitpoints compared to infantry. Have two attacks and double the initiative of infantry. Easier to cause retreat. Have one recon point. 400 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Auxiliary cavalry[/font]
[font="times new roman"]Move on fast horse. 2 attacks, but lower kill%. higher initiative than cavalry. Has 2 recon points. Moves on fast horse. 250 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Scouts[/font]
[font="times new roman"]Like scouts but with 10 recon points.250 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Mercenaries[/font]
[font="times new roman"]Mercenaries have slightly better equipment than normal infantry. They have 120 hitpoints and a slightly higher kill ratio, 30 %. Mercenaries can only be built through using actioncards. Recruiting Mercenaries doesnt cost manpower.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Tireme[/font]
[font="times new roman"]Like destroyer. Move fast. Carry 1 inf. 1 000 BPs. Can be upgraded with Corvus.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Tireme eq with Corvus [/font]
[font="times new roman"]Like tireme but lvl II. 1 000 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Quintireme[/font]
[font="times new roman"]Like cruiser. Doesnt move fast. Carry 1 inf. 2 000 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Hemiola[/font]
[font="times new roman"]Like transport doesnt move fast. Has SEACAP. 1 000 BPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Commanders[/font]
[font="times new roman"]Each side had its share of good and bad commanders during the war. Good commanders can command many troops, have a high morale and battle bonus. Some commanders carry recon points. [/font]
[font="times new roman"] [/font]
[font="times new roman"]Carthage starts with Gisgo, Hannibal Cisco and Hanno II the great. [/font]
[font="times new roman"] [/font]
[font="times new roman"]Rome starts with AP. Claudius Caudex and M. Fulvius Flaccus.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Each side then recieves reinforcements according to this[/font]
[font="times new roman"]Round [/font]
[font="times new roman"]3                    M. Valerius Maximus[/font]
[font="times new roman"]9                    Cn Cornelius Scipio[/font]
[font="times new roman"]13                  A. Atilius Caitinus[/font]
[font="times new roman"] [/font]
[font="times new roman"]8                    Ad Herbal[/font]
[font="times new roman"]21                  Xanthippus[/font]
[font="times new roman"]30                  Hamilcar Barca[/font]
[font="times new roman"] [/font]
[font="times new roman"]5. LOCATIONS, TERRAIN etc[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]Only cities and major cities function as ports in this scenario. So towns do not function as ports in this scenario with the exception of Ostia.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Shallow sea, deep sea. This terrain can be very dangerous to travel in. Deep sea has a 10 hide value.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Mountains, swamps, forest etc are not viable for unloading units from the sea.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Since most cities at the time was fortified towns behave like fortifications. Cities, Large Cities and the Capitals behave like fortresses.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Desert[/font]
[font="times new roman"]More difficult to move through than plains.[/font]
[font="times new roman"] [/font]
[font="times new roman"]6. PRODUCTION[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]Each round each city/town etc produces manpower equal to 50 % of what its worth in VPs. Each SFT (except supply and PP) cost 1 manpower to build. So if you dont have any available manpower you cant build any forces. You can view available manpower in the strategic screen.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Towns do not produce anything. Cities and major cities produce units.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Siege Engine restriction[/font]
[font="times new roman"]Rome and Carthage can only have 6 Siege Engines at the same time. Syracuse can only have 3.[/font]
[font="times new roman"] [/font]
[font="times new roman"]7. EVENTS[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]Roman foreign restricition[/font]
[font="times new roman"]Because of restrictions from the senate the Romans were never able to deploy more than 6 legions outside of Roman Italy. Translated to game terms this means that there may never be more than 22 units outside of Roman Italy. If that happens Carthago gains 10PPs each round.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Storms at Sea[/font]
[font="times new roman"]Each round there is a 35 % chance of storms at sea happening. If there are storms at sea there is a 30% chance of fleets in deep sea water loosing (a random percentage -10) ships to the storm. There is a 20 & chance of fleets in coastal waters loosing (a random percentage -25) ships to the storm. There is also a corresponding chance of fleets loosing a coresponding percentage of readines.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Tireme eq with Corvus[/font]
[font="times new roman"]There is no research in the scenario with one excepion. The Romans can develop the Corvus. Timeres built with a corvus are much more fearsome in battle. Developing the corvus cost 25PPs.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Recruiting Mercenaries[/font]
[font="times new roman"]If either Carthage or Rome have no manpower they have the option of recruiting Mercenaies in their respective capitols. Rome recruit Greek mercenaries, Carthage recruit Iberian mercenaries. Recruiting a unit of 40 mercenaries cost 13PPs. There is no limit to the number of mercenaries that can be recruited.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Mercenary desertions[/font]
[font="times new roman"]Each round there is a small chance that rectruited mercenaries desert. The chance of desertions happening is ca 5 % each round.[/font]
[font="times new roman"] [/font]
[font="times new roman"]8. GAME OPTIONS[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]8.1 Political Advantage[/font]
[font="times new roman"]Checking either of these options gives the checked regime a 5PP bonus each round.[/font]
[font="times new roman"] [/font]
[font="times new roman"]8.2 Army Creation limitations[/font]
[font="times new roman"]Checking this option limits creation of HQs for Rome and Carthage to their respective capitols through actioncards. This does not effect Syracuse.[/font]
[font="times new roman"] [/font]
[font="times new roman"] [/font]
[font="times new roman"]9. WINNING THE GAME[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]Towns are worth 1 VP, Cities 2 VPs, Large cities 5 VPs, Syracuse 10Vs. Rome and/or Carthage 20 VPs each.[/font]
[font="times new roman"] [/font]
[font="times new roman"]If either Rome or Carthage is occupied by the enemy the other side looses automaticly. [/font]
[font="times new roman"] [/font]
[font="times new roman"]Rome or Carthage wins if the other side loses 20 VPs or more compared to the start. Syracuse wins if it controls 20 VPs or more.[/font]
[font="times new roman"] [/font]
[font="times new roman"]10. AI[/font][/b]
[font="times new roman"]If the AI plays the Roman side he will develop the Corvus on round 7 of the scenario.[/font]
 
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RE: The first Punic War

Post by Grymme »

Have constructed two simple events.

Famine
Each round there is a 15 % chance of famine in the whole play area. If there is a famine(drought) price of supply rises from 3 to 15 for that round. Next round price is reset.

Political disorder/Squabble
Each round there is 10 % chance that there is political disorder/squabble in Rome and/or Carthage. If there is then price of political points go up from 500BPs to 3 000 BPs for that round only. Next round the price is reset. I also wanted to put in a qualifier that if each regime had lost more than X powerpoints in the previous round the chance of political disorder would be something like 25%. But it seems that the Checkregimeloss function only has the option of checking either all rounds or a certain preset round. But maybe someone has a workaround for this.

Also created nice SFT pics for iberian mercenaries and greek mercenaries. Iberian mercenaries are squaring of against greek mercenaries around Tyndaris.

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RE: The first Punic War

Post by Bombur »

It´s going better for each version, but I cannot upgrade my Triremes to triremes with corvus even after I research the tech. The card also doesn´t disappear after we research it once.
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RE: The first Punic War

Post by Grymme »

Thanks Bombur.
 
- Should have fixed it now so that you actually get the research when you play the card. Dont understand why the card should come back though. Are you sure of this? Can you try it again?
- New version also include the famine and political disorder events as described above.
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RE: The first Punic War

Post by Bombur »

I will check the ressurection of the card again.
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RE: The first Punic War

Post by Grymme »

Uploaded version 9c of this scenario. I think i will let it stand at this versio for a while now, if no serius bugs are discovered. The scenario seems to work well and shouldnt be to complicated.
 
Changelist.
- Individualized Iberian and Greek people a little.
- Added Carthage commander Hamilcar (Dependum) and roman commander Marcus Attilius Regulus.
- Changed most itemcosts, generally made items more expensive so that itemcost and available correspond better. 
- Changed VP value of Carthage and Rome from 20 to 30 to give both sides a little more manpower.
- Gave Rome and Carthage a little more structural points.
- Gave city Carthage 2K extra production.
- Changed it so that War Elephants can only be built in african cities.
- Updated briefing.
 
 
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RE: The first Punic War

Post by Grymme »

Seems a little difficult to stay away from this baby.

Updated version on the homepage to version 10.

Changelist
- Added "Mountain & Desert attrition" as game option. If units stay in mountain or desert areas there is some chance of units dying of attrittion.
- Added draw event. If game reaches round 46 there is a draw.
- Added AI purchase mercenaries event.
- Changed most unit supply cost. Made mercenaries more expensive than other infantry to supply.
- Changed most unit combat stats. Made defend and attack ratings more similar.
- Removed option do destroy bridges.
- Upped cost of developing Corvus and buying mercenaries.
- Added nice desert terrain. Thanks Welk.
- Finally decided that towns should function as ports. (maybe the biggest change).
- Changed SFT text of War Elephants and Siege engines.
- Updated briefing.

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RE: The first Punic War

Post by Bombur »

In your page I still find v9b and there is a 404 error when I try to download it
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RE: The first Punic War

Post by Grymme »

Should work now.
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RE: The first Punic War

Post by Grymme »

Uploaded new version to homepage.

just a couple of small changes

- Added an event for Carthage to declare war on Syracuse. Mainly to prevent gamey strategies where the romans use syracuse hexes as shelter to protect vulnerable territory.
- Changed cost of recruiting mercenaries from 20PP to 25PP.
- Changed a couple of pictures (mainly scouts).


I am also going to start work on a mod for the second punic war using the same design. But this mod will be much bigger and complex.

The first testgame of the punic war is well underway. We are on round 11. Its really fun although since it was an early version its quite different from the current one. Carthage has invaded italy twice. Once in southern Italy and one time in northern italy. Rome has invaded Sardinia and There are fighting in Sicily between rome and Syracuse. Rome has captured Syracuse. A couple of seabattles have taken place.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
Grymme
Posts: 1776
Joined: Sun Dec 16, 2007 5:06 pm
Contact:

RE: The first Punic War

Post by Grymme »

Uploaded a new version. V11

Hopefully this will be one of the final versions.

- In the end i more or less gave up on the sea storm event. I tested different versions of the event from aa to jg. In the end i decided to go for the orginal event (just removing SFTs, no Storm regime). With the small change that transport vessels are from another SFT group and so cannot be sunk by sea storms. Its not very realistical, but they can still loose readiness. So basicly the event seem to work except that only warships can be killed. So far it seems to work.
- Took away the tiremes and quintiremes small carry capability (to fix storm event).
- Changed War elephants carry capability from 5 to 1.
- Changed the weight of cavalry from 1 to 4.
- Reduced defense strenght of infantry a little.
- Fixed a production HQ bug.
- Made mercenary desertions a little more common (from 5 to 10 % chance).
- Added a new SFT as a game option "skirmishers". Skirmishers are weak infantry but with a small artillery power and some recon and hide ability. They cost 400BP. 10 skirmishers that make an artillery attack on 10 infantry will on average kill 0,91 infantry.
- Changed briefing.

Uploaded new version to homepage.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
Grymme
Posts: 1776
Joined: Sun Dec 16, 2007 5:06 pm
Contact:

RE: The first Punic War

Post by Grymme »

Been working a little on a scenario no the more wellknown second punic war. So far map is 132*72 hex. But i will most likely expand it to cover greece also. Scenario will probably be pretty big.

If i finish it.

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My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
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