February 24, 2001, 09:06
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#1
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Emperor
Local Time: 08:11
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,278
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Rome - next beta version
I finished a reworked version of Imperium Romanum, but since it is not very well tested, I´ll offer it here as a public beta.
Please note that you have to start a new game with this version, so if you want to finish older games first I recommend that you install the new version into another folder. Here´s the link:
http://home.debitel.net/user/bbrosing/ImpRomEng.zip
The sounds are the same as for the older version, so you don´t need to download them, if you´ve done that already:
http://home.debitel.net/user/bbrosing/ImpRomSnd.zip
Please make sure that you have setup the scenario correctly before you start it (see under "Installation" in the readme), you can now also install a different pedia.txt for FW/MGE during the setup.
The main changes of the new version are:
-error corrections
-some events reworked
-some new units (mainly for special events)
-some units stats changed
-some map/terrain changes
-Ptolemaios Earthmap can only be build in the last part
The heaviest discussions for the old version were about Elephants and Siegetowers. In both cases I found a compromise: Elephants will appear now in North Italy during the 2nd Punic War, but not in the first "wave".
I was pretty unsure about the Siegetower movement. I tested MP 1, but the poor AI was too stupid to laying siege to my cities with MP1 Siegetowers. In the end I changed it to 1+2/3 MP, slower than the normal units, but fast enough for the AI to move and strike in the same turn.
Smaller siege engines will also have improved movement rates in the later parts, mainly to support the AI, but this reflects also the increased abilities of ancient armies in the fields of transports and logistics.
Suggestions are of course welcome...
[This message has been edited by BeBro (edited February 24, 2001).]
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February 25, 2001, 12:08
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#2
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Emperor
Local Time: 07:11
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Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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I seem to recal roman veterans being called "Triarii" or something similar, these veterans had their own place in formations and stuff, why not change the "Veteran" in the lables.txt to triarii (check on the word first though, I am not sure that that was the word).
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February 25, 2001, 15:46
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#3
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Prince
Local Time: 06:11
Local Date: October 31, 2010
Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
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Syracuse is a lot harder to capture now...
Other than that, I've found one bug, kinda...
After you capture Capua and get the free engineer, if you build a road in the one greenland square to connect Rome's roads and Capua, then put the settler on automated, it'll most likely now irrigate that grassland square, even though there's no access to water from it.
Great scenario...
edit: And another thing... I've checked every single Ancient Rome book I can find, but I can't determine where Antium is supposed to be founded as a Roman colony, does anyone know?
[This message has been edited by Cal (edited February 25, 2001).]
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February 25, 2001, 16:43
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#4
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Emperor
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Cal, thanks for the comment I think we can live with the settler thing. I took Antium from the original civ2 city.txt, so I never thought about that...so I only can ask the same as you, does anyone know?
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February 25, 2001, 16:59
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#5
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Emperor
Local Time: 02:11
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Location: In the memmories of the past
Posts: 4,487
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Well, Pro knew where it was! And I thought is was a typo! Where exactly was it located?
[This message has been edited by cpoulos (edited February 25, 2001).]
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February 25, 2001, 17:13
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#6
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King
Local Time: 07:11
Local Date: October 31, 2010
Join Date: Jun 2000
Location: of Old Europe - "In America we don't trust"
Posts: 2,470
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February 25, 2001, 18:22
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#7
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Prince
Local Time: 06:11
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Join Date: Aug 2000
Location: Hermosa Beach, California, USA
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Latium is between Rome and Capua, right? Then... it's impossible to build a historically accurate Antium.
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February 26, 2001, 01:24
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#8
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Emperor
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I thought the Hastati/Principes/Triarii order was only used in the Legions before Marius´Army Reform, before the Cohorts became the main tactical units (not the Manipels as earlier) - maybe I´m wrong???...Someone who knows it better?
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February 26, 2001, 01:35
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#9
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Emperor
Local Time: 00:11
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Join Date: Apr 1999
Location: of the frozen North.
Posts: 4,197
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BeBro, tell how you made a unit with a fractional movement factor?
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February 26, 2001, 01:42
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#10
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Emperor
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This was discovered by William Keenan, and it is explained on Kull´s website: enter "172" as movement rate in the rules for 1+1/3MP, or "343" for 1+2/3MP. There may be more of these strange numbers. However, it seems to work fine, also for the AI, and it adds more flexibility for us scn makers.
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February 26, 2001, 01:48
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#11
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Emperor
Local Time: 07:11
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Join Date: Dec 2000
Location: The European Union, Sweden, Lund
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You are probably right, I am no expert on Roman armies (now, should you ever need help whit the 17th century armies (or anything 17th century), I could be of help).
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February 26, 2001, 08:01
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#12
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Emperor
Local Time: 08:11
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Posts: 8,278
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Hey, thanks for the info, Prometeus
Cal, in which turn are you? Does everything work fine?
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February 26, 2001, 10:35
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#13
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Prince
Local Time: 06:11
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Join Date: Aug 2000
Location: Hermosa Beach, California, USA
Posts: 523
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I find myself restarting a lot because of stupid, fatal mistakes. Like one time I was doing really well... but when it came time to conquer southern Italy, I couldn't do it because I hadn't even researched one new military tech.
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February 26, 2001, 16:01
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#14
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King
Local Time: 07:11
Local Date: October 31, 2010
Join Date: Jun 2000
Location: of Old Europe - "In America we don't trust"
Posts: 2,470
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to Cal
quote:
Originally posted by Cal on 02-25-2001 05:22 PM
Latium is between Rome and Capua, right? Then... it's impossible to build a historically accurate Antium.
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For Ancient Latium, yes, you are right... nowdays northern Lazio was called Tuscia by romans ( and still today we name it this way in dialect - kinda "Little Tuscany" ). Yup, you're right about Antium...
To BeBro
De nada, Bernd...
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February 27, 2001, 10:22
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#15
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Emperor
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Posts: 8,278
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Ah Cal, I only asked because I want to know how the players think about the reworked events, but most of them are in the second part or later...
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February 28, 2001, 04:08
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#16
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Prince
Local Time: 06:11
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Fort Worth, Texas, USA
Posts: 691
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Mmmmm...THIS is the kind of upkeep I'd like to see in many other scenarios
Dare I hope that the Spartacus-Slave revolt has been strengthened? It saddened me greatly to see so many slaves beat their heads 'gainst the walls of Syracuse
-KhanMan
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February 28, 2001, 11:09
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#17
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Emperor
Local Time: 08:11
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Posts: 8,278
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KhanMan, the small Slave´s revolt on Sicily (not the Spartacus thing) isn´t much changed, because it wasn´t as important as Spartacus´ fights later, but I did some other nice changes (I hope )
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February 28, 2001, 14:24
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#18
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Warlord
Local Time: 06:11
Local Date: October 31, 2010
Join Date: May 1999
Location: London
Posts: 265
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Taling of Roman Scenarios, I have made some myself at This Palce though it has given the design credit to my Dad! The graphics are primitive, as I did not have Paint Shop Pro when I made those scenarios originally.
Making a First Crusade Scenario-to be as definitive as possible in terms of accuracy...as well as fun to play again and again with any side you like.
Noticed a topic that was asking about preventing city-founding, well thats what I am doing with the civ that plays the Crusaders, as they do not begin with a capitol, until they conquer the Levant (Med. coast of middle-east).
I have a question though-I saw some really good units made that also had the civ's flag style on their sheilds-i.e. a cross.
How is this done?
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MRP
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February 28, 2001, 15:06
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#19
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Emperor
Local Time: 08:11
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,278
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Masis, what are the titles of your scns? There are so many scns on the page I visited via your link, I´m not sure which yours are.
To the signs on the unit´s shields (hope I didn´t missunderstood you): Simply paint such a sign in the units.gif near the unit, and adjust it so that its position is the same as the shield position (the shield position is marked by the blue dots in the green border around every unit).
If you have scenarios like RedFront or Second Front by Captain Nemo, look into the units.gif there, Nemo has done such things for his WWII units...
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February 28, 2001, 16:01
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#20
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King
Local Time: 07:11
Local Date: October 31, 2010
Join Date: Jun 2000
Location: of Old Europe - "In America we don't trust"
Posts: 2,470
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February 28, 2001, 17:55
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#21
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Emperor
Local Time: 08:11
Local Date: October 31, 2010
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February 28, 2001, 21:06
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#22
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Warlord
Local Time: 06:11
Local Date: October 31, 2010
Join Date: May 1999
Location: London
Posts: 265
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Thanks for the information BeBro.
And the vital information to know the 'much aclaimed' Dad-his name is Khatchik Panos-my name is Masis Panos but I used his e-mail address.
"And after the you have spanked us the or** *ex" Maid Dingo to Sir Galahad, Monty Python and the Holy Grail.
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MRP
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