Roger's Scenario Thread
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Scenario Viking 2
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Description Viking RaidsGood Points
- Nice unit art
- Fast-moving ships
Bad Points
- Favors the pagans
- Makes little effort to depict dark ages warfare
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Scenario The Rising Sun WW2v3
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Description The Pacific WarGood Points
- Lots of conflict all over the map
Bad Points
- No victory conditions
- Ahistorical capital locations
- Russia is fully active
- No terrain, you can walk from India to China
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Scenario Oil War
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Description A modern struggle between West, East & the Islamic CaliphateGood Points
- Interesting, 3-way struggle
- Low unit density and low production values make for fast play
Bad Points
- Odd assignments of production values
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Scenario Risk
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Description A Risk board with each continent held by 1 player and arbitrary alliancesGood Points
- Fast Play
- Didn't you always want to play A&A on a Risk board
Bad Points
- Some graphics issues with the map
- Too few territories for interesting play
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Scenario World War II Global 1940 Ryuzaki
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Description The Global 1940 game with a modified setup, notably France is stronger.Good Points
- The Global 1940 game works generally well in TripleA
Bad Points
- The AI tends declare war prematurely and sometimes gets confused by the various types of neutrals
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Scenario Middle Earth - Fords
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Description The War of the RingGood Points
- Nice map, complete with fords
Bad Points
- Unique and rare beings from Tolkien can be mass-produced
- Favors the Good side
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Scenario Medieval Europe
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Description Conflict in Medieval Europe between 3 alliancesGood Points
- Nice map
- Good unit art
Bad Points
- No specific historical situation
- No attempt to depict the realities of Medieval warfare, the game is reskinned WW2 without aircraft
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@RogerCooper I would suggest to designers working with pre-gunpowder warfare, that they should make an effort to depict the following real characteristics of the time
- Castles and local levies. Castles could be handled as an expensive, multi-hit static unit, while levies could be cheap static units, replaced by events.
- The high cost of maintaining mobile forces. Just have them create negative PU's.
- The power of cavalry and its limitations. For example, cavalry could be handled as aircraft (with terrain effects to prevent sea movement)
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@RogerCooper The medieval europe download doesn't seem to work.
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@redrum Try http://www.rogercooper.com/Medieval_Europe.zip
I just downloaded it myself. -
@RogerCooper Yep that works. Thanks.
I was hoping the map was a bit more... developed. I'm eventually looking to make a medieval map and looking for ideas. If you know of any good medieval maps let me know.
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@RogerCooper said in Roger's Scenario Thread:
@RogerCooper I would suggest to designers working with pre-gunpowder warfare, that they should make an effort to depict the following real characteristics of the time
- Castles and local levies. Castles could be handled as an expensive, multi-hit static unit, while levies could be cheap static units, replaced by events.
- The high cost of maintaining mobile forces. Just have them create negative PU's.
- The power of cavalry and its limitations. For example, cavalry could be handled as aircraft (with terrain effects to prevent sea movement)
For castles, the recent enhancement to AA guns, the ability of land units of making SBR and the capacity of killed units to turn into other units open up a lot of feasible possibilities, but I think I would still suggest castles to be basically capturable infrastructures, as that is what they were.
Totally agree with upkeep being a must have for pre modern warfare. It is actually rather hard to get any ideas on how to represent purchase costs, instead, as, be it with cession of land or with money payments, virtually the only cost for a lord was maintainment, not "creation", of land units (as well as merchant ships) (an item may be the cost for replacement of horses lost in battle, but even that would happen only after the unit has been killed or damaged, not in the moment you raise it).
Pushing aircrafts into pre world war games, as cavalry or whatever, feels lame to me, as it is anyways making a suboptimal representation of the matter, using (and to some extent likely hacking) rules tailored for something else, just to get close to what you actually want. I think not one of the various (not fantasy) pre world war games having (pseudo) aircrafts is really good on the feature, or at least all of them are very unpopular. A good representation of the raiding or hit-and-run ability of cavalry would likely require at least an athomization of the current abilities assigned to air units, especially regarding not forcefully losing the ability to load onto sea transports (that I consider a deal breaker on its own).
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@RogerCooper & @Cernel: You are both right about castles. The first idea that comes to my mind is a two-hit static Castle unit which, when destroyed, changes into a three-hit Ruined castle capturable infrastructure, setting transfer attributes to true. Whenever this unit takes 2 damage (and would normally be destroyed) it changes into a 3-hit unit, which still only has 2 damage, so it will survive. Then the winner captures it, and next turn it gets repaired back into a non-ruined Castle. Essentially this castle would be a capturable infrastructure that can also defend itself to an extent.
I had another idea about medieval warfare which I wanted to experiment with, but that is unlikely to happen now. In short, you can think of levies or garrison as units with limited effective range. So you just make them non-kamikaze air units with 1 movement. Now they can move around but can't attack. But if castles give them 1 bonus movement, then suddenly they can launch attacks from castles against directly adjacent territories. It would be rather pointless for the player to move them away from castles (maybe give them 0 defense without a support attachment from a castle, to emphasize this). This would represent castles as dynamic defense systems, which is closer to historical reality than a static heap of bricks.
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@redrum There are plenty of good maps of Europe, (Age of Tribes comes to mind), but there are no pre-gunpowder scenarios which deal with the strategic reality. The best is probably Greyhawk Wars with it's stack tax. Most scenarios come off as reskinned WW2 without aircraft.
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Scenario Rome Total War
Download Repository/Experimental/Rome Total War
Description The Mediterranean in 270BCGood Points
- Good unit art
- Some interesting unit types
Bad Points
- Anti-Roman alliance has a significant advantage
- No victory conditions
This would probably be better with the Romans receiving a bonus and a time-limit on conquest
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Scenario Feudal Japan
Download Repository/Good Quality/Feudal Japan
Description A port of the game Shogun, covering the civil wars of 16th century JapanGood Points
- A reasonable simulation of the original boardgame
- Some diplomatic options
Bad Points
- I received a null pointer error in the middle of the game
- The lack of maintenance costs is problematic in this situation
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Scenario 300BC
Download DownloadGood Points
- Good unit art & variety
- Interesting historical situation
Bad Points
- Big map with low movement allowances
- Absurdly large stacks
- No victory conditions
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Scenario World at War
Download Repository/High Quality/World at WarGood Points
- Big, WW2 game
- Well balanced
Bad Points
- Geographical oddities such as the French controlling northern Canada
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Scenario WAW 1940
Download Repository/High Quality/World at War
Description Standard A&A pieces with a big mapGood Points
- Well balanced
- Interesting rules with capitals and victory conditions
Bad Points
- Geographical oddities
- A long game, even with Fast AI
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Scenario World War II v6 1941
Download Repository/High Quality/World War II v6 1941
Description: A port of the AA41 gameGood Points
- Simple, fast-playing game
Bad Points
- Russia is going to fall, leaving the game a draw