Almost done with playtesting, fixed many problems.
This question has to do with my total lack of sleep for two days. You just set them to defend - am I right?
Should be done with the final version very soon.
I have enjoyed playtesting this scenario a bunch. Without any built in event constraints, the scenario, no matter who you play, mimics history very well. No nation is bound to history, it just seems to be the best option for survival and growth.
The Carthaginians expand right along their true path of history, same goes for Athens and Sparta all when played by the AI. Very satisfied with the results so far.
Setting this scenario up for single player so that the AI will not only give you a run for your money but could threaten your existence. No nation in the game is overwhelming and all are positioning for dominance.
Other nations that did not grow quite as much in the given time frame also imitate history as they seem to not overextend and become vulnerable.
You might have questions such as, why are there no terrain modifiers and why does most of the units have attack and defense strength of 25 or better?
I did a bunch of research for this and playtested many different A/D strengths. I discovered that when the unit A/D and firepower are keyed up, you get a much more sophisticated combat system. This results in a dynamic of the random element that is missing in the 4 vs 3 combat system. When you introduce 35 attack points to 25 in defense it opens up to a much more subtle system. Try it yourself, you will see what I mean. Play with the combat factors and firepower up to say 90 points.
Think of the combat factors on a percentile scale. 30 combat points means the unit will hit 30% of the time.
OK- you can do the math to convert these numbers to the board wargame combat factors or something similar.
I also learned that each hit point is equal to ten total points. So a unit with 10 hit points actually has 100 total.
Do some conversion math - in my scenario 1 hit point equals 1000 men - and this system works to simulate very interesting possibilities.
The only drawback is the fight to the death game engine.
Firepower I am still experimenting with. Could be used a great deal for scenarios after gunpowder for conversion numbers.
Anyone else use a system like this?
The pictures get downloaded a bunch so here is a Greek Hoplite
1- Does anyone know how to make the AI keep from abandoning some of its most valuable cities? I would rather not use a unit that can`t move?
Should be done with the final version very soon.
I have enjoyed playtesting this scenario a bunch. Without any built in event constraints, the scenario, no matter who you play, mimics history very well. No nation is bound to history, it just seems to be the best option for survival and growth.
The Carthaginians expand right along their true path of history, same goes for Athens and Sparta all when played by the AI. Very satisfied with the results so far.
Setting this scenario up for single player so that the AI will not only give you a run for your money but could threaten your existence. No nation in the game is overwhelming and all are positioning for dominance.
Other nations that did not grow quite as much in the given time frame also imitate history as they seem to not overextend and become vulnerable.
You might have questions such as, why are there no terrain modifiers and why does most of the units have attack and defense strength of 25 or better?
I did a bunch of research for this and playtested many different A/D strengths. I discovered that when the unit A/D and firepower are keyed up, you get a much more sophisticated combat system. This results in a dynamic of the random element that is missing in the 4 vs 3 combat system. When you introduce 35 attack points to 25 in defense it opens up to a much more subtle system. Try it yourself, you will see what I mean. Play with the combat factors and firepower up to say 90 points.
Think of the combat factors on a percentile scale. 30 combat points means the unit will hit 30% of the time.
OK- you can do the math to convert these numbers to the board wargame combat factors or something similar.
I also learned that each hit point is equal to ten total points. So a unit with 10 hit points actually has 100 total.
Do some conversion math - in my scenario 1 hit point equals 1000 men - and this system works to simulate very interesting possibilities.
The only drawback is the fight to the death game engine.
Firepower I am still experimenting with. Could be used a great deal for scenarios after gunpowder for conversion numbers.
Anyone else use a system like this?
The pictures get downloaded a bunch so here is a Greek Hoplite
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