I am Making ASOIF map

Post new mods and scenarios here
Post Reply
Adamrf3r
Posts: 50
Joined: Sat Jan 28, 2023 1:11 am

I am Making ASOIF map

Post by Adamrf3r »

Hi all, I am a relatively new player to TOAW I started playing about a year ago I noticed that there are very few fantasy scenarios available and those that do exist are enviously and inexplicably kept away from the community by their creators (naming no names , that one guy that made the middle earth map based on the old SPI game from the 70's).

As others have mentioned, TOAW struggles to gain new players not least because of the attitude of some dinosaurs I feel that a way to remedy this would be by creating a wider variety of fantasy maps that capitalise on recent trends, notably Game Of Thrones and the House Of The Dragon TV series by HBO.
I enjoy ASOIF and the world of HOTD immensely and would love to re-create the many wars that play out on the westerosi continent, I have been working on the map for a while now and am close to completing the continent. I see some technical difficulties emerging in the long-term; with the creation of unit corps and regiments that can suitably reflect the limitations of medieval supply lines and battle engagements. Forum user Annabella1993 made a Kings Landing map for the battle of Kings Landing in 2019 but that does not seem to be available on here anymore. She created the templates for Goldcloak and Knight equipment but I do not know how to access them, how can I edit equipment to reflect medieval warfare.

Is it possible to assign an A.I to different colours (armies) in-game? The fact that there appear to only be a selection of two opposing sides is limiting and presents issues with the development of hostile armies and cultures like the White Walkers and Mountain Clans of the North and the Vale.
I have completed a Skyrim map and a Dune map also which I can send to anyone who is interested, no units as of yet as I try and figure out if the maps as-built would work. If anyone is interested in playtesting the westeros map once it is completed please send me a message.

Thank you
User avatar
IslandInland
Posts: 1189
Joined: Mon Dec 08, 2014 3:54 pm
Location: YORKSHIRE
Contact:

Re: I am Making ASOIF map

Post by IslandInland »

The Battle for Kings Landing scenario is still available.

https://www.matrixgames.com/forums/view ... 2#p4276062

Scroll down that page and you will see the scenario. It is in post 15 in that thread.

I wish you well in your scenario-creation endeavours. :)
Beta Tester for:
War In The East 2 & Steel Inferno Expansion
War In The West Operation Torch
Strategic Command American Civil War
Strategic Command WWII: War in the Pacific
XXXCorps
1941 Hitler's Dream Scenario for WITE 2
User avatar
sPzAbt653
Posts: 10054
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

Re: I am Making ASOIF map

Post by sPzAbt653 »

Fantasy is not my realm but I encourage you in your efforts and will assist if I can. I have always wanted to design a Zombie scenario and an Alien scenario.

The two side limit and the limit of two exclusion zones does present difficulties. Some issues may be overcome depending on specifics.

'Assigning an A.I.' in TOAW is Programming an Opponent. Opponents are Programmed by Formation [each Formation has its' own Objectives]. Therefore, you could assign a different PO to each Army [if each Army is a different Formation]. Units/Formations/Forces can be any color you like, the color does not affect the PO's Objectives. There are also Five possible Objective Tracks for each Formation, allowing for many possibilities.
alomoes
Posts: 69
Joined: Sat Dec 29, 2012 6:05 pm

Re: I am Making ASOIF map

Post by alomoes »

A few things to note when doing an AGOT scenario.

1. You're gonna want to make custom unit types. You don't have to, but IDK, armies running around with muskets in an AGOT scenario is kind of whack.
1a. I recommend learning how attack power and defense works. Short way of explaining it, defense decreases the amount of troops that can be shot, and attack increases the percentage of troops that are shot. So an attack of like 15 AP vs a defense of like 3 is about 5% casualties. IDK the exact value, I'd need to pull up my notes.
1b. You "can" simulate armor by giving troops armor values. Like crossbows can pen 3 armor. Plate male is 4 or something. If you do, I'd learn how it works. IDK if it works on infantry, I haven't tried that. Otherwise, armor is 1 shot per 1 unit, unlike infantry, which is percentage based. I do believe tanks shoot 3 times though, so keep that in mind.
Penetration rules is basically that it pens 100% unless it's less than armor. so 15 Penetration means it'll pen 15 or less 100% of the time. 100 armor with 15 penetration means it's gonna pen like 2% of the time, ignoring defense. Defense works on armor BTW, so in vanilla combined arms is a good idea, IDK what your armies are going to look like.

2. "Make it fit" is pretty good advice. If you can figure out the OOBs of each army, then pick a scale and go ham. Do testing of your scenario too. I've done literally hundreds of tests of different values for one of my monster campaigns, and I'm still not done. I'm assuming this won't take you as long though.


3. With regards to different armies changing sides and such, you can do that by event, but each army you spawn is going to be a unique army on the same side. So if the Vale decides to join the North, and invade Castletown, you'll need to spawn in a unique army for that on the North's side. ((I haven't read AGOT in years))
3a. If you want, you can make different troop types for each nationality. Like, IDK, vale troopers and northmen can be seperated. This is useful to make sure that if all the north people die, then you don't send reinforcements to the north with vale troops. Some scenarios have german infantry seperate from british infantry for example.

4. I wouldn't worry about the white walkers at all unless you do it in a separate scenario. I don't think it'd be compelling gameplay to have each side unite and try and fight zombies at the end. You "can", but that kind of breaks the whole idea of winning the war.

5. If you don't want to make the game single player, then don't. Just set each formation to move to a random location, and then you're good. Otherwise, the AI is pretty simple. On your deployment, you just right click a location, and it'll move there.

6. Everything I said is more or less in the manual. So uh yeah, read the manual. It's long, and can have important information in areas that's well hidden, but uh yeah, everything is mostly there.

Lastly, if you need OOBs made, hit me up, my main issue is actually map making at this point, I have no problem making OOBs.
Post Reply

Return to “Mods and Scenarios”