Roger's Scenario Thread



  • Scenario WW2v3 1942 11 Nations Mod
    Description 11 Nations on the AA50 map
    Wikia Entry link text

    Good Points

    • Plays fast

    Bad Points

    • Some of the nations are arbitrary and/or have little to do


  • Scenario Domination 1914 Blood and Steel
    Description World War One on a large world map
    Wikia Entry

    Good Points

    • Interesting political rules
    • Interesting tech rules

    Bad Points

    • No victory conditions
    • Slow even with Fast AI
    • Not much happens outside of Europe

  • Moderators Admin

    @RogerCooper said in Roger's Scenario Thread:

    • Not much happens outside of Europe

    Shouldn't this be normal in a ww1 scenario?



  • @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.



  • Scenario Cold War Asia: 1948 + Japan
    Description Chinese Civil War, Korean War, Vietnam War and a hypothetical Japanese Civil War, all on 1 map

    Good Points

    • Interesting situation with conflict all over the map

    Bad Points

    • Odd-looking map


  • @RogerCooper
    Scenario WW2 NWO 2.0 Neutrals
    Description World War II in Europe on the detailed New World Order map with playable neutral nations

    Good Points

    • Nice map

    Bad Points

    • Neutrals are oddly at war with everyone
    • All nations start at war


  • Scenario War of the Lance
    Description Game based upon a series of fantasy novels
    link

    Good 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


  • @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?



  • @Marc-Sarzi PS: I would also like to remove Griffins. Totally not Lord-of-the-Rings...



  • @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.


  • Moderators Admin

    @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.



  • @Cernel said in Roger's Scenario Thread:

    (as long as you can draw a stickman)

    I'll believe that as soon as you show me how it's done. I'd appreciate a contribution of a spider to Battle for Arda, 40x40 pixels including highlights and shadows, since the current spider image... leaves some room for improvement. Feel free to use any image you find on the internet. Surely you have like, how much would this take, two minutes to spare.


  • Moderators Admin

    @alkexr Actually, he is talking about the other map, but it doesn't really matter, as the unit images share substantially the same style. A few other maps could be added too.

    Regardless, I'm not seeing how improving the spider is related in any way to what I said, so I'll have to assume you misunderstood me. I was not saying that the current images need to be improved and, specifically, the spider looks good enough to be (beside the fact that I've no idea how it should look like, besides generally like a spider). What I was saying is that adding additional units should be easy, thanks to the simple style of the images.

    To be clear, what I said:

    Due to the style of the units, that map is easy to modify even at a skin level

    Does not mean:
    "the units are so bad that anyone can easily improve any of them"

    Means:
    "if you add a unit that doesn't have an image for it, it should be easy to draw a decent one for it, matching the style of the existent ones"

    So, what I said would be related to a request of adding a missing image, not to any request of improving an existent one.

    By the way, I also like the style of such units.

    If you believe any image of the other (your) map, like the spider, is in any particular need to be improved (I'm not seeing it for any one), that may be an interesting thing to cosider. Just pointing out that it has actually nothing at all to do with what I intended to say.



  • @Cernel I was trying to point out that it takes me an hour to draw a new unit image even with over a hundred under my belt, and it isn't easy. In some ways, it's actually more difficult than multi-color images. Just look at this flying spaghetti monster / dripping mud golem thing: whatisthis.png
    It's taken from here following my first instinct (so I wasn't deliberately searching for something that looks this bad). See, colors can overcome the difficulty of interpretation from getting the anatomy totally wrong. And this is 72x72 pixels, which should be super comfortable.

    So it's definitely not just drawing stickmen. You are making it seem way too easy.

    The main advantage of this stlye isn't the simplicity of making it, but that it's easily adaptable. Multiple maps can use the same images, so especially new map creators / less graphically inclined people don't have to worry about creating their own sets, and can instead just use a custom selection copy-pasted from a wide variety of maps. I have even been thinking about creating a standardized set and uploading it as some map-maker resource.


  • Moderators Admin

    @alkexr Ok, I get the point. You got irritated by the "draw a stickman". I actually believe it doesn't take much more experience than that (merely my opinion), but I certainly believe that "quantitatively", the undertaking, depending on the images, is much more time consuming than drawing a stickman. If not 1 hour, something like 15 minutes, if the image is easy, or 30 minutes, if it is hard, is certainly an agreeable timeline.

    With this said, I disagree that it may be more difficult than multi-colour, but I certainly agree that obtaining a good final effect may be more difficult (but I don't believe it has to look good or clear: if the image is meant to have this style, it makes sense to look indefinite, and even outright impossible to understand, if this has to be the case).

    So, let's say the "draw a stickman" was merely a qualitative, not quantitative, consideration (and, again, I like this style). I certainly agree that it would take a lot of time to make an entire set of these units, even without having ever tried or intended to.

    On the spider, I've no idea why you would see it as anything but as good as it can get, under the style chosen, but I guess a more "aggressive" pose can be made as something like this (which I don't believe it is better than the current spider image, and I'm not suggesting you to use it in place of the current one (but you can, of course)):
    spider.png

    Basic version:
    spider_basic.png

    All images at this post drawn entirely by me. No rights reserved.


  • Moderators Admin

    Also, to be overly clear, I was just referring to adding any additional images looking decent and coherent with the rest, not anything actually good. Of course, one can still improve on the quality (if wanted) and this takes time and skill, obviously.



  • Scenario Pact of Steel
    Description AAR with Italy added and some map changes
    Download Repository/Excellent/The Pact of Steel

    **Good Points

    • Straight-forward fast-playing scenario

    **Bad Points

    • Russia is too weak


  • Scenario World II 1940 Balanced Mod 3
    Description A better-balanced version of the Global Game
    Download Repository/Excellent/World War II Global

    Good Points

    • A tough, balanced game

    Bad Points

    • The AI can have some trouble with this game


  • Scenario Big World 1942 Logistics Mods
    Description Big World scenario with supply lines
    link

    Good Points

    • Supply lines add realism

    Bad Points

    • Supply rules are so generous (10 areas to any factory, can trace through empty sea areas), that it rarely impacts the game.

  • Moderators Admin

    @RogerCooper said in Roger's Scenario Thread:

    Bad Points

    • Supply rules are so generous (10 areas to any factory, can trace through empty sea areas), that it rarely impacts the game.

    I think this is not a bad point but game's design. I think supply lines are meant to be next to limitless (and I guess they go up to 10 for limiting the amount of coding), and the aim of this feature is not much giving a maximum distance limitation from the nearest factory but, rather, representing the consequences of having your supply lines cut by the enemy.


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