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Hannibal Ad Portas
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IOW UK
Feb 2001 time: 05:14
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Hi
At the end of the month/start of next a punic war scn will be ready to
playtest so if your familiar with SPQR or have an intrest in warfare
in the ancient period it would help as the main thrust of the game
unlike a usual game is not that of scientific advancement,due to short
time span coverd,but a wargame that shows the differnt military units
available to the more civilised nations against the barbarians who
ocupy the remainder of the world. In this scn will be introduced the
concept of generals who provide a more sublte advantage than just having
good stats in that they provide the ability to set ambushes,
transport static units,allow units to cross terrain they could not normally
Static units for example now include catapaults that are considerd to
slow to use like a regular unit but are dismantled, transported in a siege
train then assembled where needed.
Another new concept is the Steep Nomads who have their own government and
units available only to them and rather than build an empire, their
way to win is to destroy other civs rather than take them over.
Stealthy Pirates who now roam the sea lanes you cant see im unless you
try to move onto them.
New ai routine that should have the barbarian usually in 2/3 stacks
4-6 sometimes 7+ rare but not unheard of this is done via a rewrite
of the strategy.txt files amongst others and greatly changes the ai.
All of the above is done plus some more to follow what i want is a few
others to play it through.
If your interisted what i want is your cpu and ram and email
Hannibal SpenNick@aol.com
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Hannibal Ad Portas
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IOW UK
Feb 2001 time: 05:14
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Hi
Thanks again for replying, the mod is now ready and available at:-
http://www.mydocsonline.com/
Pass word sparta
Login as spennick
Its all in one zip file,install into your ctp2/scenarios directory.
Any problems loading and getting started send me an email and ill
do what i can to help.
Read the readme first then print out the excell play sheets.
What im intrested in is your impresion of the scn,is the ai sensible?
does it stack in reasonable numbers?is it a chalenge to play?how long
does a turn take?Apart from the great library not being finished is ther
anything else not working?Does it crash?if so at what point.Do you find
the combat intresting?is there something you would like to see in the
game?does somthing need explaining and so on.
All comments suggestion welcome i want honesty, if you dont think
somethings right, tell me so,if you have the ability to look through
the files that are changed and can offer help in ways to improve the
game please do so.
Hannibal
SpenNick@aol.com
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Hannibal Ad Portas
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IOW UK
Feb 2001 time: 05:14
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Description of game for any would be playtesters
-----------------------------------------------------------------------
Hannibals War.
This scn deals with the 2nd Punic War and starts with the arrival of
Hannibal at the Rhone,from here he intends to move over the alps and
into northern italy,in sicily a roman force is reastablishing complete
control of the island,Mago Barca,Hannibals brother is in carthage with
a second punic army ready to transport to sicily,the rest of the world
is populated and goes about its own agendas.
In this scn i have linked types of troops that historicaly were used by
a nation to the personalitys that control the civ, this allows you via
the unit build list to predict what will be produced by that country,
thus Rome will produce Legions while Greece produces Hoplites, this
will continue through the tech tree so that each countrys army will
have a more or less historical force mix of troop types.So by changing
the civs personality you get a differnt build list and so maximise
replay value.
In this scn i have introduced stealth barbarian navel units,loaded with
troops that roam the seas,much the same as in the first civ game,also
semi static stealth ambush units, generals that allow the breaking of the
stacking rule and transport troops through terrain they cannot normaly
pass,place ambush units and transport siege equipment, all nations will
be seen to be conducting amphib operations, the game begins with some
1300 units in play and yet each turn should take 20 sec or so to run.
As carthage you have a series of problems to solve to win,the correct
use of your troops will be as important as where you send your
reinforcements and not forgetting that diplomacy will now play a huge
part in this game all nations now have a historical regard setting,
all the other nations are playable,the game uses a differnt stratgy.txt
and will provide an intresting game,this is NOT the finished scn but
i believe any further changes will be minor, and will involve only
addition/subtractions to each nations force mix of start units.
So if your looking for something a bit differnt take a look, i doubt
youl be dissapointed at what you find.
Nick Spencer AKA Hannibal Ad Portas
spennick@aol.com
Immortal just checked it again its there,
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Hannibal Ad Portas
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IOW UK
Feb 2001 time: 05:14
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I playtested for a while Yesterday.
One thing for sure this scenario is HARD. Rome siezed Sardinia And
Mailland Carthage got Overrun by Barbarians. Still, That's the Fun.
The Units look Great, But Ambust detachmentsmay have 2 much range.
A few more complaints. Rather than have all the Wonders buildable,
You should set each one in the city that it belongs in, so by
Capturing that city you get the Benefits.
-Also, I think the Carthginian Empire extended further east.
You Could add a few more cities.
That's about all so far.
-Chris B
Hi
Your comments welcome, the wonders are mostly renamed to be in
period but its the effect of building them to free slave thats the
important thing, along with their usual bonus,think of them as a
cultral change rather than a one of specific event.Barbarians can and
are ment to be deadly, try getting your watch towers up to expand your
vision range,the eastern citys are there but you have to go and recapture
them.If you walk into an ambush, at the moment you can still pull back
but if you lower the range of the ambush you proberly wont be able to.
If a wonder is pre built you get no score bonus and any one of effects
are lost for it.Theres 121 cities at start,you say carthage was overrun,
do you mean its citys were taken?or just that their was a lot of barbs
in the area.
-----Hard?? in what way?
Q1-Time for turn one.How long is the longest turn?
Q2-What difficulty are you using?
Barbarians Distance away
Raging horde 2 50% for a high combat mix of up to 8 barbarians
At decent 3 60% for a medium combat mix of up to 8 barbarians
Boring 4 30% for a low combat mix of up to 4 barbarians
Hannibal
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Hannibal Ad Portas
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IOW UK
Feb 2001 time: 05:14
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Kull
Problems,problems,problems everywhere i look....problems,mydocs say
your email is an invalid user but doesnot tell me why,the site i threw
together wont accept it because it was done in frontpage,did you rember
that mydocs is case specific? will try to get it to you somhow
Hannibal
SpenNick@aol.com
TO STIVE, TO SEEK,TO FIND, AND NOT TO YIELD
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Hannibal Ad Portas
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IOW UK
Feb 2001 time: 05:14
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Hi All
two days ago i emailed omni as to use of his king arthurs court as a
staging post for work in progress,if we can all be patient then as
soon as possible ill get it where noone has trouble reaching it,
on a good note ive spent the last day improving gameplay still further
so, when you get it,it will almost be finished.
hannibal
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Hannibal Ad Portas
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IOW UK
Feb 2001 time: 05:14
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Hi
Firstly you have my original SPQR,that does not contain all the most
up to date improvements,stealthy pirates are achieved by manipulation
of the ai along with units.txt,the game as shipped makes no distinction
between ground/sea/air combat so you have to modify some files to
bring about sensible naval combat,this i have now done for the second
Scn for SPQR,Hannibals War its this one you want for the stealthy
pirates,but they are achieved without the use of slic.
Files changed to achieve stealthy pirates/navel combat in general
Unit.txt
Goals.Txt
Strategy.txt
Governments.txt
No it does not overwrite.
Hannibal
SpenNick@aol.com
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