Roger's Scenario Thread
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@Hepps If they are easily repaired, why make them destroyable in the first place?
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@RogerCooper I believe the limitation during WW2 was more related to how many trains they could run (essentially capacity to move how many divisions around and supplies for all the frontline troops) not the rails themselves as repairing or even in some cases converting the gauge of rails was done pretty quickly.
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@RogerCooper said in Roger's Scenario Thread:
@Hepps If they are easily repaired, why make them destroyable in the first place?
Because having to spend PU to repair and maintain the broad types of infrastructure (Trains, Rail lines, Trucks,Air Transports, Airfields, Factories, Aircraft Plants, Barracks and Harbours) puts additional costs on each nation as they strive to keep their war machine operational. It means that maintaining those critical infrastructure becomes a essential part of being able to produce and deploy troops rapidly across large distances making it far more realistic and offering the players way more strategic and tactical options.
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Scenario Lord of the Rings-Middle Earth
Download Repository/Excellent
Description The War of the Ring from Tolkien's Middle EarthGood Points
- Map evokes the maps from the book
- Not just another WW2 games
Bad Points
- Hard going for the evil side
- Unique creatures from the books become mass-produced items
I know that this is a popular scenario, but if fails to evoke the book at all. Everything can be mass-produced, including Wizards (there were exactly 3 in the book). The book contained decisive battles, the game is WW1 style wars of attrition. In the book, Sauron's forces had military superiority, but the need to attack rapidly to obtain the Ring created a time limit.
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@RogerCooper said in Roger's Scenario Thread:
I tend fully to agree with your review. The only reasons why I never said so myself is that my memories of the scenario are almost all gone and I gave up playing the map too early into it really to be too bold in judging it. That is kind of inevitable: When you have issues with something, you stop playing it, then you don't really have the experience to suggest changes (talking about myself).
Everything can be mass-produced, including Wizards (there were exactly 3 in the book).
How about unselecting the "Unlimited Unique Units" option? Is that not enough (no idea myself)? By the way, I've never understood why that is enabled as default.
The book contained decisive battles, the game is WW1 style wars of attrition.
Do you think that if TripleA would support the ability for different factions to attack together (instead of only defending together), this may fix most of this issue?
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@Cernel said in Roger's Scenario Thread:
Everything can be mass-produced, including Wizards (there were exactly 3 in the book).
How about unselecting the "Unlimited Unique Units" option? Is that not enough (no idea myself)? By the way, I've never understood why that is enabled as default.
The unique units option is for the Middle Earth: Battle for Arda scenario which has different units & map.
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@RogerCooper Right, I mixed the two. Though I think the limit of TripleA of being unable to attack together is a major distortion for any such scenario, or any scenario at all in which you would have to represent "epic" battles, as battles in which both sides have more than 1 faction on the field can just never happen.
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@Cernel You could build separately and transfer ownership like UK-Pacific in the Global game. For Middle Earth, most of the battles were fought by alliances on both sides.
I have not tried the Battle for Arda yet.
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Scenario Ultimate World v3 Rules
Description World War 2 on large map
Wikia Entry link textGood Points
- Speed 3 transports make the large map work better
- Balanced
Bad Points
- Slow, even with Fast AI
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Scenario WW2v3 1942 11 Nations Mod
Description 11 Nations on the AA50 map
Wikia Entry link textGood Points
- Plays fast
Bad Points
- Some of the nations are arbitrary and/or have little to do
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Scenario Domination 1914 Blood and Steel
Description World War One on a large world map
Wikia EntryGood Points
- Interesting political rules
- Interesting tech rules
Bad Points
- No victory conditions
- Slow even with Fast AI
- Not much happens outside of Europe
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@RogerCooper said in Roger's Scenario Thread:
- Not much happens outside of Europe
Shouldn't this be normal in a ww1 scenario?
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@Cernel said in Roger's Scenario Thread:
@RogerCooper said in Roger's Scenario Thread:
- Not much happens outside of Europe
Shouldn't this be normal in a ww1 scenario?
Yes, but what is the point of having a world map unless something meaningful happens outside of Europe. If the game was confined to Europe it would play a lot faster. If you want a world map, than the Central Powers need a meaningful extra-European ally so something can happen outside of Europe.
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Scenario Cold War Asia: 1948 + Japan
Description Chinese Civil War, Korean War, Vietnam War and a hypothetical Japanese Civil War, all on 1 mapGood Points
- Interesting situation with conflict all over the map
Bad Points
- Odd-looking map
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@RogerCooper
Scenario WW2 NWO 2.0 Neutrals
Description World War II in Europe on the detailed New World Order map with playable neutral nationsGood Points
- Nice map
Bad Points
- Neutrals are oddly at war with everyone
- All nations start at war
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Scenario War of the Lance
Description Game based upon a series of fantasy novels
linkGood Points
- Pretty map
**Bad Points
- The Good forces have a huge advantage
- Hard to see area control on map
- There is little to evoke the complex events of the novel
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@RogerCooper I recently had my first go at modifying this map and have decided to remove the ability of Elves to buy wizards and to make these unique two-hit and artillery support units instead. I have placed 5 of such boosted Wizards in total. One for Saruman, one for Free Folk starting in Hobbiton (i.e. Gandalf), three for the Elves (in Rivendell & Lorien for the elf-lords Elrond and Galadriel plus one in E. Mirkwood for Radagast). This has been balanced by adding one more Nazgul in Dol Goldur.
I have added archers to replace the Wizard production for the Elves for now, but I am thinking of ditching this entirely in favour of Elk-riders although I have no idea for the stats of this unit (hints?).
Ideally I'd like to add a starting Balrog in Moria as well as finding a way to fit in nine starting Nazguls in...
Any thoughts?
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@Marc-Sarzi PS: I would also like to remove Griffins. Totally not Lord-of-the-Rings...
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@Marc-Sarzi said in Roger's Scenario Thread:
@RogerCooper I recently had my first go at modifying this map and have decided to remove the ability of Elves to buy wizards and to make these unique two-hit and artillery support units instead. I have placed 5 of such boosted Wizards in total. One for Saruman, one for Free Folk starting in Hobbiton (i.e. Gandalf), three for the Elves (in Rivendell & Lorien for the elf-lords Elrond and Galadriel plus one in E. Mirkwood for Radagast). This has been balanced by adding one more Nazgul in Dol Goldur.
I have added archers to replace the Wizard production for the Elves for now, but I am thinking of ditching this entirely in favour of Elk-riders although I have no idea for the stats of this unit (hints?).
Ideally I'd like to add a starting Balrog in Moria as well as finding a way to fit in nine starting Nazguls in...
Any thoughts?
There all sound like good ideas. Mordor should not be able to buy Nazgul either.
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@Marc-Sarzi This sounds very involved. I'd open a specific topic for it (eventually, you would make a variant of the map). Due to the style of the units, that map is easy to modify even at a skin level (as long as you can draw a stickman). Maybe each wizard can even be its own unit, with different abilities.
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