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    Roger's Scenario Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • RogerCooperR Offline
      RogerCooper
      last edited by

      Scenario World War II Global 1940 Ryuzaki
      Download Download
      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
      1 Reply Last reply Reply Quote 3
      • RogerCooperR Offline
        RogerCooper
        last edited by

        Scenario Middle Earth - Fords
        Download Download
        Description The War of the Ring

        Good Points

        • Nice map, complete with fords

        Bad Points

        • Unique and rare beings from Tolkien can be mass-produced
        • Favors the Good side
        1 Reply Last reply Reply Quote 2
        • RogerCooperR Offline
          RogerCooper
          last edited by

          Scenario Medieval Europe
          Download Download
          Description Conflict in Medieval Europe between 3 alliances

          Good 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
          RogerCooperR 1 Reply Last reply Reply Quote 1
          • RogerCooperR Offline
            RogerCooper @RogerCooper
            last edited by

            @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)
            redrumR C 2 Replies Last reply Reply Quote 1
            • redrumR Offline
              redrum Admin @RogerCooper
              last edited by

              @RogerCooper The medieval europe download doesn't seem to work.

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              RogerCooperR 1 Reply Last reply Reply Quote 1
              • RogerCooperR Offline
                RogerCooper @redrum
                last edited by

                @redrum Try http://www.rogercooper.com/Medieval_Europe.zip
                I just downloaded it myself.

                redrumR 1 Reply Last reply Reply Quote 1
                • redrumR Offline
                  redrum Admin @RogerCooper
                  last edited by redrum

                  @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.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  RogerCooperR 1 Reply Last reply Reply Quote 1
                  • C Offline
                    Cernel Moderators @RogerCooper
                    last edited by

                    @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).

                    1 Reply Last reply Reply Quote 1
                    • alkexrA Offline
                      alkexr
                      last edited by

                      @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.

                      "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                      1 Reply Last reply Reply Quote 2
                      • RogerCooperR Offline
                        RogerCooper @redrum
                        last edited by

                        @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.

                        1 Reply Last reply Reply Quote 1
                        • RogerCooperR Offline
                          RogerCooper
                          last edited by

                          Scenario Rome Total War
                          Download Repository/Experimental/Rome Total War
                          Description The Mediterranean in 270BC

                          Good 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

                          1 Reply Last reply Reply Quote 1
                          • RogerCooperR Offline
                            RogerCooper
                            last edited by

                            Scenario Feudal Japan
                            Download Repository/Good Quality/Feudal Japan
                            Description A port of the game Shogun, covering the civil wars of 16th century Japan

                            Good 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
                            1 Reply Last reply Reply Quote 1
                            • RogerCooperR Offline
                              RogerCooper
                              last edited by RogerCooper

                              Scenario 300BC
                              Download Download

                              Good Points

                              • Good unit art & variety
                              • Interesting historical situation

                              Bad Points

                              • Big map with low movement allowances
                              • Absurdly large stacks
                              • No victory conditions
                              C 1 Reply Last reply Reply Quote 1
                              • RogerCooperR Offline
                                RogerCooper
                                last edited by

                                Scenario World at War
                                Download Repository/High Quality/World at War

                                Good Points

                                • Big, WW2 game
                                • Well balanced

                                Bad Points

                                • Geographical oddities such as the French controlling northern Canada
                                1 Reply Last reply Reply Quote 2
                                • RogerCooperR Offline
                                  RogerCooper
                                  last edited by

                                  Scenario WAW 1940
                                  Download Repository/High Quality/World at War
                                  Description Standard A&A pieces with a big map

                                  Good Points

                                  • Well balanced
                                  • Interesting rules with capitals and victory conditions

                                  Bad Points

                                  • Geographical oddities
                                  • A long game, even with Fast AI
                                  1 Reply Last reply Reply Quote 1
                                  • RogerCooperR Offline
                                    RogerCooper
                                    last edited by

                                    Scenario World War II v6 1941
                                    Download Repository/High Quality/World War II v6 1941
                                    Description: A port of the AA41 game

                                    Good Points

                                    • Simple, fast-playing game

                                    Bad Points

                                    • Russia is going to fall, leaving the game a draw
                                    1 Reply Last reply Reply Quote 1
                                    • RogerCooperR Offline
                                      RogerCooper
                                      last edited by

                                      Scenario Classic Iron Blitz 1942A; Russia Neutral
                                      Download Repository/Experimental/Classic Variations
                                      Description Germany & Japan vs UK & US

                                      Good Points

                                      • Classic rules

                                      Bad Points

                                      • Without Russia, the game lacks strategic tension
                                      RogerCooperR 1 Reply Last reply Reply Quote 2
                                      • RogerCooperR Offline
                                        RogerCooper @RogerCooper
                                        last edited by

                                        Scenario Big World-April 1940
                                        Download Download
                                        Description Another Big World Scenario

                                        Good Points

                                        • Fairly standard unit capabilities

                                        Bad Points

                                        • Like most Big World scenarios, it favors the Axis because it takes too long for the Americans to accomplish anything
                                        1 Reply Last reply Reply Quote 2
                                        • C Offline
                                          Cernel Moderators @RogerCooper
                                          last edited by

                                          @RogerCooper Especially since there we are talking about an early development stage (it is labelled as version 0.x), I wouldn't consider 300BC as a separate map. It is just the old way 270BC was called. Sometimes maps get their names changed overtime; I don't think this should necessarily make for a new map, otherwise you would be rating each single released version of any maps (so, you would have a lot of TWWs to rate, for example).

                                          Just giving my opinion. If I would be making a map, and eventually change its name, I don't think I would see it like I've made a second map, and if someone would ask me why I've stopped developing the "first" map, I would just tell him "dude, I've just changed its name". The guy that made 270BC just initially called it 300BC. Btw, the two major bad points of this version of what would be 270BC are rather that the map is way unbalanced in favour of AntiRomans and warelephants are too cheap; at 12 PUs and 4/4 I would hardly buy any other land units, especially since warelephants are exceptionally good marines (you can ship 1 warelephant and 1 swordman, for total 16 TUV, on a 12 PUs ship).

                                          But it would be better if names never get changed, to keep it clear.

                                          Of course agree with the stack problem, for 270BC in general, coupled with the spam problem of the 1/1/1 cost 2 units (slingers/peltasts), tho not having air helps a lot in burning down units (because you use more land units to trade), especially if you play with regular dice (as the settings are). A minor issue for this version (no support for them yet) is that cataphract are so costly you would virtually never buy them.

                                          So, personally, unless you plan to keep archived all the various versions of 270BC, I would remove this 300BC map, since it is just the very old 270BC. If there is an intermediate version of 270BC that rather deserves to be kept available, I would say it is the 1.3.1 one.

                                          RogerCooperR 1 Reply Last reply Reply Quote 1
                                          • RogerCooperR Offline
                                            RogerCooper @Cernel
                                            last edited by

                                            @Cernel I put a note on my wiki indicating that the scenario is superseded.

                                            The problems with low movement allowances and absurdly large stacks are also in 270 BC.

                                            1 Reply Last reply Reply Quote 1

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