Imperator Romanorum!

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

Hanny
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 26
Joined: Wed Apr 22, 2015 12:11 pm

Re: Imperator Romanorum!

Post by Hanny »

All free, and this was for the original Med Tot war, http://www.twcenter.net/forums/forumdis ... -Total-War for downloading it, and here are some of its sounds https://www.youtube.com/watch?v=e89pPKPyKCI
captainjack
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1912
Joined: Thu Sep 13, 2012 7:42 am

Re: Imperator Romanorum!

Post by captainjack »

BiteNibbleChomp wrote:Defense will then be around 18 (compared to their normal 11), and attack half of what it normally is.
Sounds a good plan.

Also, that's one mean looking Diplomat - I reckon he could take out a few units just by staring at them!
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Imperator Romanorum!

Post by BiteNibbleChomp »

Remember that the diplomat has his very own part of the map to conquer. Maybe I should give him insane stats because he won't be fighting? (100 Soft Attack, 500 Hard Attack, 1000000 GD? :lol: )

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
asuser
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 628
Joined: Tue May 28, 2013 8:48 pm

Re: Imperator Romanorum!

Post by asuser »

In the meantime I made diplomat or province leader with the size of Akkulas icons for Roman and Egypt areas:
RomLeader.png
RomLeader.png (26.7 KiB) Viewed 7657 times
EgypLeader.png
EgypLeader.png (20.43 KiB) Viewed 7657 times

For the fighting troops here comes Greek javelin fighter:
GreekJav.png
GreekJav.png (42.27 KiB) Viewed 7651 times

All the right size?


Bite, do you loaded the sound and animation files from Total War Center (Link from Hanny)? I can't, descricption and the right way to that place is a little bit confusing for me.

Nevertheless, do you need still more icons with troops for your new mod, then I will make more of them. Ok?
Akkula
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1898
Joined: Sat Apr 05, 2014 12:14 am

Re: Imperator Romanorum!

Post by Akkula »

Great units!! :D
My contribution, Roman Javelin Thrower:
Image
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Imperator Romanorum!

Post by BiteNibbleChomp »

asuser wrote:In the meantime I made diplomat or province leader with the size of Akkulas icons for Roman and Egypt areas:

[attachment=1}RomLeader.png{/attachment]

[attachment=2}EgypLeader.png{/attachment}


For the fighting troops here comes Greek javelin fighter:

[attachment=0}GreekJav.png{/attachment}
Great Work! The province leader guy can probably become the settler unit (though I don't have any clue what I'll do with the Egyptian one!). And the Greek Javelin Thrower actually makes a better Light Infantry than Akkula's one (sorry Akkula :( ).
Akkula wrote:Great units!! :D
My contribution, Roman Javelin Thrower:
Seeing as the Greek Javelin Thrower is now reclassed as a spearman, this guy is great for a proper Javelin Thrower!
asuser wrote: All the right size?


Bite, do you loaded the sound and animation files from Total War Center (Link from Hanny)? I can't, descricption and the right way to that place is a little bit confusing for me.

Nevertheless, do you need still more icons with troops for your new mod, then I will make more of them. Ok?
Your sizing is fine, as long as it fits in with everything else (and by the looks of things it does!) :D

At this stage I haven't had much time to download the TWC stuff, that will probably be tried sometime next week.

As for the additional units, if I haven't got a use for them yet I will always try to find one - so make whatever guys you please. I only require one more (that being a Heavy Infantry), as well as a bunch of minor edits to make the various graphics suit other nations (Rome isn't the only one on the map yet!)

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
asuser
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 628
Joined: Tue May 28, 2013 8:48 pm

Re: Imperator Romanorum!

Post by asuser »

Thank you for feedback. Akkula, don't be unhappy...we can't get enough icons for that theme. .. :!:

Bite, in your very first post you wrote about six nations, Egypt inclusive. Therefore I made also the Egypt leader and I wanted to make also Egypt fighting troops. It's not necessary?

I thought, that the player of your new mod can choose one of the six nations to conquer Europe? Possible game target. ..

Planned: Town parts, province leaders, troops (light/heavy), ships ... merchant goods for all of these nations, Ok?
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Imperator Romanorum!

Post by BiteNibbleChomp »

asuser wrote:Thank you for feedback. Akkula, don't be unhappy...we can't get enough icons for that theme. .. :!:

Bite, in your very first post you wrote about six nations, Egypt inclusive. Therefore I made also the Egypt leader and I wanted to make also Egypt fighting troops. It's not necessary?

I thought, that the player of your new mod can choose one of the six nations to conquer Europe? Possible game target. ..

Planned: Town parts, province leaders, troops (light/heavy), ships ... merchant goods for all of these nations, Ok?
There are 6 'major powers' in the game, but only one (Rome) is playable at this stage. I will certainly consider adding the others later on (particularly Carthage).

The 'leaders' are going to be used as settlers - the units that build (switch) the town units that are necessary for your empire's growth. But Egypt, Carthage etc. (when played by the AI) aren't smart enough to build towns in sensible places - and to stop a flood of guys entering Rome in ~270 BC, their armies and other stuff (except for diplomats + immobile towns) won't be present on the map until a war is declared against them or an event fires. The provinces that they control will be neutral and therefore unenterable as well as long as they are a major power at peace (so 'barbarian' provinces such as Gaul, Dacia, Parthia in the late game, will always be accessable.

Two decisions allow the Iceni (Britannics) and Suebi (Germans) to be elevated to major power status so that you can be safe from raids by them. These will probably be activated once Gaul has fallen.

Most of the units you have proposed will have little use in the mod (I don't want excessive detail in landmarks and civilians - they will end up just clogging up a fairly crowded map), but I won't stop you from making anything.

Anyway, if you want to make something more that will see a future in the mod, Merchant goods are quite a good idea. I am thinking that a version for both land movement and naval transport would be a good idea - that way Egyptian goods don't have to wander through all of Turkey and many other barbarous regions to get to Italy. Also, Pirate ships would make a good enemy for this trade system.

And finally, seeing as the air layer is not being used, why not use it for spies? Perhaps we could do with an agent unit or two that can sneak around the map revealing information about the enemy's plans?

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Akkula
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1898
Joined: Sat Apr 05, 2014 12:14 am

Re: Imperator Romanorum!

Post by Akkula »

My revenge will be merciless. :P
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
captainjack
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1912
Joined: Thu Sep 13, 2012 7:42 am

Re: Imperator Romanorum!

Post by captainjack »

BiteNibbleChomp wrote:And finally, seeing as the air layer is not being used, why not use it for spies? Perhaps we could do with an agent unit or two that can sneak around the map revealing information about the enemy's plans?
I agree it's a shame to waste the air layer, and adding a spy unit that moves like a plane and has high spotting would be historically valid. The obvious unit with Anti spy capability would be Secret Police (or nosey neighbours). Your spy would probably need either a limited life or very low unit strength - hard to catch but easy to kill if you can get it.

Maybe you could have a plague unit with random patrol orders.....
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Imperator Romanorum!

Post by BiteNibbleChomp »

Akkula wrote:My revenge will be merciless. :P
You must have forgotten, I have the nuke unit! But let us settle this argument with more units! :D
captainjack wrote:
BiteNibbleChomp wrote:And finally, seeing as the air layer is not being used, why not use it for spies? Perhaps we could do with an agent unit or two that can sneak around the map revealing information about the enemy's plans?
I agree it's a shame to waste the air layer, and adding a spy unit that moves like a plane and has high spotting would be historically valid. The obvious unit with Anti spy capability would be Secret Police (or nosey neighbours). Your spy would probably need either a limited life or very low unit strength - hard to catch but easy to kill if you can get it.

Maybe you could have a plague unit with random patrol orders.....
Police weren't created until the 19th century though!

I was going to kill off spies with random events (Your spy has been caught while sneaking into a top secret conference in Gallia!), though an anti-spy unit would also be helpful. Anti-spies (as I will call them until a better name presents itself) will also be 'air' units, and are far stronger than regular spies, but move very slowly and have only one sight. In comparison, a spy will have two or three moves (probably 100 fuel, and there are no airfields to replenish this at) and at least twice the sight radii of a legion.

Also, ammo is set at 5000 for every unit, making the need to resupply a unit go away completely (otherwise I would have to set all ammo to one - an archer can go through all his arrows in six months without trying very hard!). Fuel as well is infinite, except spies which will die after a while.

Plague units aren't that good an idea though - the only major plague I've heard of in Roman times (before the 5th century) occured around 160ad, which is a good hundred years out of the timeline. Plus, if Carthage is controlling the plague, once it finds one unit it will just go around killing all of them, potentially screwing you up as they will never attack themselves!

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
flakfernrohr
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1572
Joined: Wed Aug 03, 2011 11:56 pm
Location: Texas

Re: Imperator Romanorum!

Post by flakfernrohr »

Are there going to be any Amazons? You know, the bare breasted ferocious female warriors? :lol:
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Imperator Romanorum!

Post by BiteNibbleChomp »

flakfernrohr wrote:Are there going to be any Amazons? You know, the bare breasted ferocious female warriors? :lol:
I won't be including them as a separate unit - you can have the thought that they are serving within the Gallic light infantry. (I doubt 10,000 of them ever served as one unit)

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
hs1611
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 310
Joined: Fri Dec 23, 2011 8:02 pm
Location: Portugal

Re: Imperator Romanorum!

Post by hs1611 »

BiteNibbleChomp wrote:
flakfernrohr wrote:Are there going to be any Amazons? You know, the bare breasted ferocious female warriors? :lol:
I won't be including them as a separate unit - you can have the thought that they are serving within the Gallic light infantry. (I doubt 10,000 of them ever served as one unit)

- BNC
We don't care about that!!
"bare breasted female"??? We want pictures...
captainjack
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1912
Joined: Thu Sep 13, 2012 7:42 am

Re: Imperator Romanorum!

Post by captainjack »

Before the moderators tread on your ideas, can I ask that you position the shields on the very early Gauls to cover up their - ahem - tattoos?
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Imperator Romanorum!

Post by BiteNibbleChomp »

hs1611 wrote: We don't care about that!!
You seem to be forgetting that I am the one that will be programming all of these units into the game. Therefore I will squash any ideas that I don't think should be there :twisted:

Rather, let's discuss things that are going to be in the mod. 8)

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Imperator Romanorum!

Post by BiteNibbleChomp »

BiteNibbleChomp wrote: Rather, let's discuss things that are going to be in the mod. 8)

- BNC
By the looks of things you guys rather talk about nothing at all!

I will finish up with Pyrrhus soon so that we can move on to the Samnites and Etruscans. Still trying to work out if auxillary units can be purchased - is this possible anyone?

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Imperator Romanorum!

Post by BiteNibbleChomp »

asuser wrote:Thank you for feedback. Akkula, don't be unhappy...we can't get enough icons for that theme. .. :!:

Bite, in your very first post you wrote about six nations, Egypt inclusive. Therefore I made also the Egypt leader and I wanted to make also Egypt fighting troops. It's not necessary?

I thought, that the player of your new mod can choose one of the six nations to conquer Europe? Possible game target. ..

Planned: Town parts, province leaders, troops (light/heavy), ships ... merchant goods for all of these nations, Ok?
Go ahead with Egyptian ground units and generic merchant goods. But I'm focussing on Rome and the Itallic 'barbarians' at this stage, and then Carthage (trying to move through it in the order Rome killed people!)

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
bcnkor5
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
Posts: 584
Joined: Fri Jan 03, 2014 8:47 pm

Re: Imperator Romanorum!

Post by bcnkor5 »

BiteNibbleChomp wrote:##############################
Progress Report:

:arrow: All military actions up to 261 BC and date system until 261 BC currently under testing.
:arrow: 90% of Roman, Epirote, Punic and Etruscan units complete, all with 2d icons in game and 3d icons in my PC files
:arrow: Still awaiting a Heavy Infantry (Swordsman) 3d icon.
:arrow: Espionage system under consideration.
:arrow: Map complete

##############################



For a while now I have been mentioning the fact that I have been working on a project other than WWI or the Mongols... I now reveal it to be 'Imperator Romanorum' - a mod focused on Ancient Rome!

Currently the mod is still in early stages as I have been doing other things as well as modding a lot more lately (mostly playing CK2!), but I thought it would be best if I announced the mod and then you guys have the opportunity to be part of this new idea!

Features I have decided upon:

:arrow: Map is 100x75 hexes, covering most of Europe (except roughly one quarter will be covered in 'terra incognita' - unknown land)
:arrow: Game starts in 280 BC with the Pyrrhic wars and will go on until 51 AD
:arrow: A new decision system that will allow you to recognise nations as Great Powers, Reform the Republic and more...
:arrow: Diplomacy including trade, peace and war with the other three current great powers.
:arrow: Six Great Powers in total (Rome, Carthage, Egypt, the Seleucid Empire and potentially Suebia and the Iceni)
:arrow: A province system. The map is divided into 23 provinces, each with a major town. Control of the town gives you effective control of the province.
:arrow: Buildable towns that can be placed throughout your provinces (and outside of them if you wish to expand into barbarian regions)
:arrow: An improved quest system similar to that found in the WWI grand map.
:arrow: The ability to conquer regions that Rome never got to such as Caledonia, Suebia and Parthia (OK, attempted were made into all of these but none were successful :wink: )

Of course, more will be revealed, and some screenshots will be shown as the mod gets closer to release.

###################
Possible ideas that could do with icons as well:

:?: Merchant goods in both land and sea variants
:?: Pirate ships
:?: Spies (designed like an air unit but with a land unit appearance)

#################################

- BNC

Very good idea, and good work where is the download link
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Imperator Romanorum!

Post by BiteNibbleChomp »

Its not finished yet... I'm just announcing what is being worked on so that people can contribute ideas.

I expect that release will be no earlier than October.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Post Reply

Return to “Panzer Corps : Scenario Design”