Matrix Games Forums

Battle Academy Mega Pack releases on SteamDeal of the Week Da Vinci's Art of WarCivil War II Patch 1.4 public BetaHappy Easter!Battle Academy is now available on SteamPlayers compare Ageods Civil War to Civil War IIDeal of the week - An updated War in the East goes half Price!Sign up for the Qvadriga beta for iPad and Android!Come and say hi at Pax and SaluteLegends of War goes on sale!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

S.P.Q.R. -Work in Progress

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> S.P.Q.R. -Work in Progress Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
S.P.Q.R. -Work in Progress - 8/22/2013 2:26:43 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
Screen shots of " S.P.Q.R. -Roman Wars"
Work in progress...
Feed back, Idea & Help is greatly welcome..!
Thanks!




Attachment (1)
Post #: 1
RE: S.P.Q.R. -Work in Progress - 8/22/2013 2:30:42 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
Another screen...




Attachment (1)

(in reply to lelechan)
Post #: 2
RE: S.P.Q.R. -Work in Progress - 8/22/2013 3:22:15 PM   
ernieschwitz

 

Posts: 1469
Joined: 9/15/2009
From: Denmark
Status: online
Looks great!

I am really looking forward to see the progress in this one :)

(in reply to lelechan)
Post #: 3
RE: S.P.Q.R. -Work in Progress - 8/22/2013 3:34:09 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
Thanks!
I really work hardly every day!

< Message edited by lelechan -- 8/24/2013 1:50:31 AM >

(in reply to ernieschwitz)
Post #: 4
RE: S.P.Q.R. -Work in Progress - 8/22/2013 3:50:47 PM   
Josh

 

Posts: 2201
Joined: 5/9/2000
From: Leeuwarden, Netherlands
Status: offline
What  Ernie says, it's looking great.
I do hope however that you have some additional unit description... I know what a horse is, but what is a "Roman equite"?
I totally love the mapgraphics too, it fits the era.
Well done well done.

(in reply to lelechan)
Post #: 5
RE: S.P.Q.R. -Work in Progress - 8/22/2013 4:13:40 PM   
ernieschwitz

 

Posts: 1469
Joined: 9/15/2009
From: Denmark
Status: online
Equites are cavalry, if i don´t recall wrongly :)

I just noticed that storms are a unit, i wonder how that works?

(in reply to Josh)
Post #: 6
RE: S.P.Q.R. -Work in Progress - 8/22/2013 4:24:00 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
Some units...




Attachment (1)

(in reply to lelechan)
Post #: 7
RE: S.P.Q.R. -Work in Progress - 8/22/2013 5:06:30 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
Judaea and Praefectus...




Attachment (1)

(in reply to lelechan)
Post #: 8
RE: S.P.Q.R. -Work in Progress - 8/22/2013 6:26:42 PM   
mgaffn1

 

Posts: 164
Joined: 11/20/2009
Status: offline
WOW! Classic old school vector graphics --
great look & interesting units, cool terrain graphics (even your unit counters are well designed). Can't wait to see & play the final game.
Good luck!

_____________________________

Mike

(in reply to lelechan)
Post #: 9
RE: S.P.Q.R. -Work in Progress - 8/22/2013 7:01:56 PM   
fredmn

 

Posts: 10
Joined: 12/29/2011
Status: offline
Very impressive ! I subscribe to this thread to follow the evolution. Good luck !

(in reply to mgaffn1)
Post #: 10
RE: S.P.Q.R. -Work in Progress - 8/23/2013 10:06:07 AM   
LazyBoy

 

Posts: 189
Joined: 5/7/2005
Status: offline
Looking very good

(in reply to fredmn)
Post #: 11
RE: S.P.Q.R. -Work in Progress - 8/23/2013 10:48:01 AM   
Agent S


Posts: 1286
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline

(in reply to LazyBoy)
Post #: 12
RE: S.P.Q.R. -Work in Progress - 8/23/2013 10:48:46 AM   
Josh

 

Posts: 2201
Joined: 5/9/2000
From: Leeuwarden, Netherlands
Status: offline
I just noticed the map you're using...pretty massive. And it will be all Roman under my command  

(in reply to LazyBoy)
Post #: 13
RE: S.P.Q.R. -Work in Progress - 8/23/2013 2:07:19 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
Thanks to everyone!!!... but I need help to program events & other(weather zone, AI, refine combat rules...etc...)

Sorry...I don't speak English well (I speak italian & japanese...) but any help is appreciated

Thanks!!!

PS: The map: 1 hex =10 km (80% ready!)



(in reply to Josh)
Post #: 14
RE: S.P.Q.R. -Work in Progress - 8/23/2013 3:53:05 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
Location: Germania Inferior (Limes Germanicus et Flumen Rhenus) and some Roman Auxiliary Fort (Castra Auxilia)!






Attachment (1)

< Message edited by lelechan -- 8/24/2013 1:51:47 AM >

(in reply to lelechan)
Post #: 15
RE: S.P.Q.R. -Work in Progress - 8/23/2013 5:40:40 PM   
fredmn

 

Posts: 10
Joined: 12/29/2011
Status: offline
quote:

... but I need help to program events & other(weather zone, AI, refine combat rules...etc...)
I know nothing about ATG programation, but I am ok to playtest anything if needed.

(in reply to lelechan)
Post #: 16
RE: S.P.Q.R. -Work in Progress - 8/23/2013 7:10:15 PM   
mgaffn1

 

Posts: 164
Joined: 11/20/2009
Status: offline
I can share advice on events & action cards. I'm not as well versed as some of the guys on this forum, but can help you with simple stuff.


_____________________________

Mike

(in reply to fredmn)
Post #: 17
RE: S.P.Q.R. -Work in Progress - 8/23/2013 8:02:09 PM   
Josh

 

Posts: 2201
Joined: 5/9/2000
From: Leeuwarden, Netherlands
Status: offline

quote:

ORIGINAL: lelechan

Location: Germania Inferior (Limes Germanicus et Flumen Rhenus) and some Roman Auxiliary Fort Castra Auxilia!







Holy smokes that's about where I live... barbaric country. Move on folks nothing to see here but bears wolves and uncivilized unwashed hordes.
By the way just ask anything you want to ask, there are quite a few skilled developers around here, including Vic.

(in reply to lelechan)
Post #: 18
RE: S.P.Q.R. -Work in Progress - 8/23/2013 8:46:04 PM   
ernieschwitz

 

Posts: 1469
Joined: 9/15/2009
From: Denmark
Status: online
Question about the above map (the one in barbaric country or thereabouts):

How have you defined the "bridges" across the full hexes of water? Are they just "roads" in "sea" hexes? If so have you tested them to see what happens if a unit ends its movement on one of them, and it is not a naval unit. And similar what happens when a unit ends there because of fighting?

I believe there might be a problem with it, if they are defined like i described. I think that the units may "disappear" or simply be eliminated if they end their movement on these...

(in reply to Josh)
Post #: 19
RE: S.P.Q.R. -Work in Progress - 8/23/2013 11:32:36 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
Hi Ernie,

about your question: the hexes represent a permanent stone bridge over the Rhine (in effect a "road" across the "water").

The Rhine (...and the Danube) formed most of the northern inland frontier of the Roman Empire and a vital and navigable waterway carrying trade and goods deep inland. I have to be able to sail the ships along the Rhine and move the troop across the bridge. I solved the problem in this way.

I have tested them and apparently everything works. The "Legio VI" move true the bridge... wait for two turns... and move over without penalty .

Thanks for question and... sorry for my bad english!




Attachment (1)

(in reply to ernieschwitz)
Post #: 20
RE: S.P.Q.R. -Work in Progress - 8/24/2013 1:49:35 AM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
For Vic!

At the first: Vic, thank you very much! This game and the engine is simply great!!! And thanks for your support!

I know that you are really busy (ATG, DC:WTP, DC:CB ...and the "new mystery project"), but I wonder if in the future you will be able to help me for my project (...if is possible!).

Thanks!
Lelechan

(in reply to lelechan)
Post #: 21
RE: S.P.Q.R. -Work in Progress - 8/24/2013 2:38:34 AM   
Twotribes


Posts: 4562
Joined: 2/15/2002
From: Jacksonville NC
Status: offline

quote:

ORIGINAL: lelechan

Hi Ernie,

about your question: the hexes represent a permanent stone bridge over the Rhine (in effect a "road" across the "water").

The Rhine (...and the Danube) formed most of the northern inland frontier of the Roman Empire and a vital and navigable waterway carrying trade and goods deep inland. I have to be able to sail the ships along the Rhine and move the troop across the bridge. I solved the problem in this way.

I have tested them and apparently everything works. The "Legio VI" move true the bridge... wait for two turns... and move over without penalty .

Thanks for question and... sorry for my bad english!





ETO uses a special hex that can hold and allow passage of both Naval and Ground forces also.

(in reply to lelechan)
Post #: 22
RE: S.P.Q.R. -Work in Progress - 8/24/2013 7:03:33 AM   
Jafele


Posts: 380
Joined: 4/20/2011
From: Seville (Spain)
Status: online
Impressive! I´m also addicted to Ancient/Medieval background. If you need some information about arms and armours I could help you. This is my blog (in spanish): http://armasyarmadurasenespaa.blogspot.com.es/

Cheers

(in reply to Twotribes)
Post #: 23
RE: S.P.Q.R. -Work in Progress - 8/24/2013 8:51:29 AM   
ernieschwitz

 

Posts: 1469
Joined: 9/15/2009
From: Denmark
Status: online

quote:

ORIGINAL: lelechan

Hi Ernie,

about your question: the hexes represent a permanent stone bridge over the Rhine (in effect a "road" across the "water").

The Rhine (...and the Danube) formed most of the northern inland frontier of the Roman Empire and a vital and navigable waterway carrying trade and goods deep inland. I have to be able to sail the ships along the Rhine and move the troop across the bridge. I solved the problem in this way.

I have tested them and apparently everything works. The "Legio VI" move true the bridge... wait for two turns... and move over without penalty .

Thanks for question and... sorry for my bad english!





Nice test :) It is good to get these things out of the way. Yet you only answered one of the conditions of my questions. The second part was if combat will result in troops disappearing. The reason i write this is because that the way it functions (or functioned, might have been changed) with naval combat was if a units freight ships had been sunk, then the rest of the unit would disappear. In the case of combat on the bridge, it might be that the game thinks that the transport ships have been sunk, and then the unit disappears.

(in reply to lelechan)
Post #: 24
RE: S.P.Q.R. -Work in Progress - 8/24/2013 11:33:22 AM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline

quote:

ORIGINAL: Jafele

Impressive! I´m also addicted to Ancient/Medieval background. If you need some information about arms and armours I could help you. This is my blog (in spanish): http://armasyarmadurasenespaa.blogspot.com.es/

Cheers



Ok! Thanks!
A very nice blog!

(in reply to Jafele)
Post #: 25
RE: S.P.Q.R. -Work in Progress - 8/24/2013 11:37:55 AM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline

quote:

ORIGINAL: mgaffn1

I can share advice on events & action cards. I'm not as well versed as some of the guys on this forum, but can help you with simple stuff.



Thanks! Thanks! Thanks!

(in reply to mgaffn1)
Post #: 26
RE: S.P.Q.R. -Work in Progress - 8/24/2013 11:42:58 AM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline

quote:

ORIGINAL: Josh



Holy smokes that's about where I live... barbaric country. Move on folks nothing to see here but bears wolves and uncivilized unwashed hordes.
By the way just ask anything you want to ask, there are quite a few skilled developers around here, including Vic.


Vic...!
...skilled developers!

(in reply to Josh)
Post #: 27
RE: S.P.Q.R. -Work in Progress - 8/24/2013 12:44:22 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline
Nice test :) It is good to get these things out of the way. Yet you only answered one of the conditions of my questions. The second part was if combat will result in troops disappearing. The reason i write this is because that the way it functions (or functioned, might have been changed) with naval combat was if a units freight ships had been sunk, then the rest of the unit would disappear. In the case of combat on the bridge, it might be that the game thinks that the transport ships have been sunk, and then the unit disappears.

[/quote] Original: Josh
---------------------------------------------------------------------------------

Test in progress... but don't work properly!

#1)After the attack: Destroyed (and it's ok: no movement possible)
#2)After the attack: Retreat and...evaporated! (Ok for land movement[without ship], but it isn't ok for "retreat" movement! )
#3)After the attack: Retreat

Any ideas to solve the problem?
Thanks!




Attachment (1)

< Message edited by lelechan -- 8/24/2013 12:47:08 PM >

(in reply to ernieschwitz)
Post #: 28
RE: S.P.Q.R. -Work in Progress - 8/24/2013 12:55:03 PM   
ernieschwitz

 

Posts: 1469
Joined: 9/15/2009
From: Denmark
Status: online
One idea...

But it requires Vic to do some changes to the way ATG works. So really no...

(in reply to lelechan)
Post #: 29
RE: S.P.Q.R. -Work in Progress - 8/24/2013 1:32:58 PM   
lelechan


Posts: 44
Joined: 1/2/2013
Status: offline

quote:

ORIGINAL: ernieschwitz

One idea...

But it requires Vic to do some changes to the way ATG works. So really no...


Right!
Anyway... I go ahead with other works (graphics, units... etc...)

PS: Twotribe wrote: "ETO uses a special hex that can hold and allow passage of both Naval and Ground forces also."
Do you know ETO?
I'm newbie and thank you for your help!

(in reply to ernieschwitz)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> S.P.Q.R. -Work in Progress Page: [1] 2 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.113