This is not possible but it can be achieved by couple of lines in scripts...gwgardner wrote:An idea for the Romans, re costs: setup up a dummy country, ie Rome itself, offmap, or even on map but not touchable by other countries, and have a permanent trade route/trade setup sending in supplies from Rome.
[Release]Holland -Battle over Rhenus 50 B.C.
Re: [Release]Holland -Battle over Rhenus 50 B.C.
Re: [Release]Holland -Battle over Rhenus 50 B.C.
Appears to be a problem with the one-tile-wide rivers: a friendly country ship blocks movement?
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Re: [Release]Holland -Battle over Rhenus 50 B.C.
If you have homeland movement it should not be a problem. Otherwise that is how it works now.gwgardner wrote:Appears to be a problem with the one-tile-wide rivers: a friendly country ship blocks movement?
Re: [Release]Holland -Battle over Rhenus 50 B.C.
I played 10-12 turns as the Romans. Very interesting geography and situation, given some correction to the costs and state of research. By this point, I have sold almost all my forts and half of my cities have rebelled or been abandoned. The Tectari and Usipati (sp) have whipped me badly, and are in federation. Took over all my border forts, destroyed my tower. I've been shipping soldiers from other provinces, but there's no time. I'll start a game as one of the tribes.
Re: [Release]Holland -Battle over Rhenus 50 B.C.
Perhaps Cablenexus can force all 'at peace' relations to include 'homeland movement?'pavelk wrote:If you have homeland movement it should not be a problem. Otherwise that is how it works now.gwgardner wrote:Appears to be a problem with the one-tile-wide rivers: a friendly country ship blocks movement?
On the other hand, perhaps this adds an element of tension to the scenario, wherein if the Romans want to move their ships down that river badly enough they have a choice: amend their treaty, or blow the 'friendly' blocking ship out of the water. How dare such a so-called friendly tribe block Roman transports!
Last edited by gwgardner on Sat Jun 23, 2018 3:40 pm, edited 1 time in total.
Re: [Release]Holland -Battle over Rhenus 50 B.C.
Had a ctd starting a Nervii game. logs sent via automatic mechanism.
Non-repeatable, as started ok the second time.
Non-repeatable, as started ok the second time.
Re: [Release]Holland -Battle over Rhenus 50 B.C.
Received, thank you. I will have a look today.gwgardner wrote:Had a ctd starting a Nervii game. logs sent via automatic mechanism.
Non-repeatable, as started ok the second time.
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Re: [Release]Holland -Battle over Rhenus 50 B.C.
Interesting, this was also the only tribe so far that did give me an empty city name.gwgardner wrote:Had a ctd starting a Nervii game. logs sent via automatic mechanism.
Non-repeatable, as started ok the second time.
I will look if there is something unique in the scenario here as well.
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Re: [Release]Holland -Battle over Rhenus 50 B.C.
This is actually not a bad idea at all and I thought already to use the last tribe for this reason. (I have 19 now of 20 standard tribes customized).gwgardner wrote:An idea for the Romans, re costs: setup up a dummy country, ie Rome itself, offmap, or even on map but not touchable by other countries, and have a permanent trade route/trade setup sending in supplies from Rome. A few stone, a few wood, some gold - enough for bare maintenance of the structures and force that are present in the Roman province. I doubt in real life a Roman province, especially on the outskirts of the empire, would be expected to pay its own way in everything.
Such a trade route would be an excellent target for the enemy tribes.
But I was not thinking to do this with Rome, but to build an island, heavenly protected in the Northsea (upper left part of map) representing England nations.
This makes sense since the Frisii and other Northern tribes traded with them.
I will see what is the best way to implement this, just as a nation that plays the game, or a scripted trade center. (to cover lack of resources for forts for example).
Good idea!
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Re: [Release]Holland -Battle over Rhenus 50 B.C.
Don't forget that also Rome had much difficulties to survive in the Holland landscape (see also intro text for Roman empire) and needed the surrounding tribes badly. They needed the Frisii to protect them from Germanic tribes in the North, for trade, and some of the surrounding tribes supported Rome, like the Texuandri and the Frisiavones (I believe).gwgardner wrote:I played 10-12 turns as the Romans. Very interesting geography and situation, given some correction to the costs and state of research. By this point, I have sold almost all my forts and half of my cities have rebelled or been abandoned. The Tectari and Usipati (sp) have whipped me badly, and are in federation. Took over all my border forts, destroyed my tower. I've been shipping soldiers from other provinces, but there's no time. I'll start a game as one of the tribes.
I don't want to script the game, since I want everyone to play how they want, but if you use historical accuracy in the scenario (Something that I want to learn the player with message window or simple objectives at start), it will help you to survive.
The Tenctari and the Usitepes where slaughtered by the Roman Empire. But what if they had a conf together and get help from (Eastern) Germanic tribes?
The fun is that I experience that everytime you start the game the colored blobs of tribes appears differently. Sometimes Rome win from Usipetes like in real life and sometimes I see they survive.
There is no script used here, it's just AI behaviour.
I saw Frissi made conf with Wes-Frisii, but I also saw Wes-Frissi making a bond with Batavi and fight Frisii.
I like it that way.
But thank you very much to tell me how your experience with Rome is.
If you find ways to survive? Why are they all rebelling? Did you use diplomacy and trade yet?
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Re: [Release]Holland -Battle over Rhenus 50 B.C.
Yes a good point as well. It's nice to have this tension indeed, but it must not be annoying with tribes you have an agreement with.gwgardner wrote:Perhaps Cablenexus can force all 'at peace' relations to include 'homeland movement?'pavelk wrote:If you have homeland movement it should not be a problem. Otherwise that is how it works now.gwgardner wrote:Appears to be a problem with the one-tile-wide rivers: a friendly country ship blocks movement?
On the other hand, perhaps this adds an element of tension to the scenario, wherein if the Romans want to move their ships down that river badly enough they have a choice: amend their treaty, or blow the 'friendly' blocking ship out of the water. How dare such a so-called friendly tribe block Roman transports!
I can imagine most Germanic tribes let each other pass. I will look into this part again.
Re: [Release]Holland -Battle over Rhenus 50 B.C.
If you want, I can prepare the script for you. It is a matter of 15 minutes. You select yourself how much Rome will get each turn.Cablenexus wrote:I don't want to script the game
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Re: [Release]Holland -Battle over Rhenus 50 B.C.
Can you say something about performance compared to the Ancient Rome map Garry?
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Re: [Release]Holland -Battle over Rhenus 50 B.C.
You understand me wrong.pavelk wrote:If you want, I can prepare the script for you. It is a matter of 15 minutes. You select yourself how much Rome will get each turn.Cablenexus wrote:I don't want to script the game
I want to experiment with scripts, I ment I don't want the scenario feels scripted. I like random elements in games and I don't want it's the same tribes over and over again that are getting big.
You mean a simple script that Roman Empire get's a specific amount of resources (and probably minus gold) per turn as long they keep good relations with (invisible, island, England) trade partner?
I like aboslutely if you want to help me, I first want to make a design decision for this in general how I want it to be setup.
Re: [Release]Holland -Battle over Rhenus 50 B.C.
I meant a script where you specify how much Roman Empires gets for free every turn since they are alive. It can be extended later per specific conditions (per any kind of condition like number of cities, etc).Cablenexus wrote:You mean a simple script that Roman Empire get's a specific amount of resources (and probably minus gold) per turn as long they keep good relations with (invisible, island, England) trade partner?
I like aboslutely if you want to help me, I first want to make a design decision for this in general how I want it to be setup.
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Re: [Release]Holland -Battle over Rhenus 50 B.C.
Well I have to think about it. Why they should? As said I think they had to struggle as well in the first moments of occupation?pavelk wrote:I meant a script where you specify how much Roman Empires gets for free every turn since they are alive. It can be extended later per specific conditions (per any kind of condition like number of cities, etc).Cablenexus wrote:You mean a simple script that Roman Empire get's a specific amount of resources (and probably minus gold) per turn as long they keep good relations with (invisible, island, England) trade partner?
I like aboslutely if you want to help me, I first want to make a design decision for this in general how I want it to be setup.
Re: [Release]Holland -Battle over Rhenus 50 B.C.
Hi,
I dont have time for testing this mod but if you like i can take a look and make a installer for this mod.
Harry
I dont have time for testing this mod but if you like i can take a look and make a installer for this mod.
Harry
Re: [Release]Holland -Battle over Rhenus 50 B.C.
Well they have a strong empire behind them.Cablenexus wrote:Well I have to think about it. Why they should? As said I think they had to struggle as well in the first moments of occupation?
Re: [Release]Holland -Battle over Rhenus 50 B.C.
I just want to say that with V5 whole process of mod preparation gets obsolete. But if you are willing to (and Cablenexus wants to provide this mod ASAP), feel free to do so.harry_vdk wrote:if you like i can take a look and make a installer for this mod.
Re: [Release]Holland -Battle over Rhenus 50 B.C.
I seeno difference in performance between this mod and the standard game.