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Thread: BROKEN CRESCENT - AOR REVISION *Preview*

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  1. #1
    GrandViZ's Avatar Domesticus
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    Default BROKEN CRESCENT - AOR REVISION *Preview*

    Roman Empire

    Core Regions
    Attalia, Constantinople, Laodicea, Nicaea, Nicomedia, Smyrna, Amorium, Dorylaeum, Heraclea

    Border Regions
    Trabzan, Seleukeia, Sinop, Famagusta, Iraklion, Nicosia, Rhodes, Varna, Adana, Sis, Tarsus, Ankara, Konya, Aqmesqit





    Turkish Sultanate

    Core Regions
    Sivas, Kayseri, Kirsehir, Erzurum, Ankara, Konya, Karaman, Amasia, Dorylaeum, Amorium

    Border Regions
    Trabzan, Seleukeia, Sinop, Vahka, Diyarbakir, Malatya, Aleppo, Sis, Tarsus, Attalia, Heraclea, Nicaea, Nicomedia, Smyrna





    Kingdom of Armenia

    Core Regions
    Adana, Sis, Tarsus, Vahka, Van, Dvin

    Border Regions
    Trabzan, Seleukeia, Famagusta, Ani, Yerevan, Tabriz, Malatya, Sivas, Antioch, Erzurum, Karaman






    Kingdom of Jerusalem

    Core Regions
    Acre, Antioch, Jaffa, Tortosa, Tripoli, Tyre, Jerusalem, Kerak

    Border Regions
    Adana, Sis, Hama, Baalbek, Gaza, Famagusta, Nicosia, Edessa





    Ayyubid Sultanate

    Core Regions
    Alexandria, Damyut, Bilbeis, Qahira, Luxor, Gaza, Jerusalem, Damascus, Homs, Baalbek

    Border Regions
    Aswan, Tayma, Kerak, Acre, Jaffa, Tortosa, Tripoli, Tyre, Hama





    Kingdom of Makuria

    Core Regions
    Dongola, Faras, Axum, Meroe, Qasr Ibrim

    Border Regions
    Massawa, Debarwa, Aswan, Calula, Suqutra





    Kypchak Confederacy

    Core Regions
    Magas, Sarkel, Azaq, Caffa, Majar, Samander, Tmurtarakan

    Border Regions
    Aqmesqit, Belgorod, Derbent, Saqsin, Ryazan, Sokhumi, Tbilisi





    Kingdom of Georgia

    Core Regions
    Sokhumi, Tbilisi, Kutaisi, Telavi

    Border Regions
    Derbent, Magas, Majar, Tmurtarakan, Ani, Dvin, Yerevan, Baku, Ganja, Shamakha





    Abbasid Caliphate

    Core Regions
    Baghdad, Basra, Wasit, Anbar, Hillah, Samarra

    Border Regions
    Harran, Mosul, Kirkuk, Kermanshah, Ahwaz, Al Muharraq, Suhar





    Imamate of Oman

    Core Regions
    Nizwa, Muscat, Sur, Suhar, Gwadar

    Border Regions
    Al Muharraq, Hormuz, Bam, Saravan, Turbat, Salalah





    Great Seljuks

    Core Regions
    Ardabil, Qazvin, Yazd, Hamadan, Isfahan, Rayy, Kermanshah

    Border Regions
    Bagdhad, Kirkuk, Ahvaz, Tabriz, Baku, Ganja, Shamakha, Kerman, Sari, Damghan, Shiraz, Amol





    Khwarezm Shah and Mongols

    Core Regions
    Khiva, Urgench, Bukhara, Merv, Samarqand, Balkh, Termez

    Border Regions
    Astrakhan, Gorgan, Mashad, Nishapur, Tus, Herat, Firuzkuh





    Ghorid Sultanate

    Core Regions
    Kabul, Peshawar, Gardez, Ghazni

    Border Regions
    Bamiyan, Herat, Firuzkuh, Bost, Kandahar, Pindi, Quetta, Bela





    Sultanate of Ghazni

    Core Regions
    Kabul, Bamiyan, Gardez, Ghazni

    Border Regions
    Peshawar, Herat, Firuzkuh, Bost, Kandahar, Quetta, Bela, Mitankot





    Malikate of Sindh

    Core Regions
    Mansura, Thatta, Sukkur, Kolachee, Uch

    Border Regions
    Somnath, Kutch, Ajmer, Mitankot, Multan, Lahore





    Chauhan Rajputs

    Core Regions
    Delhi, Jalandhar, Kalinjar, Kannauj, Thanesar


    Border Regions
    Ajmer, Multan, Lahore, Gwalior





    Solanki Rajputs

    Core Regions
    Dhar, Anhilvara, Mumba, Gwalior, Kutch, Somnath

    Border Regions
    Thatta, Ajmer, Delhi, Kalinjar, Kannauj

    Creator of the Ultimate AI
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  2. #2

    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Looking good!
    I hope release is close.

  3. #3

    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    what can u recruit in border regions?

  4. #4
    GrandViZ's Avatar Domesticus
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Border regions will provide limited access to the native unit roster with lower refresh rates for manpower.
    Creator of the Ultimate AI
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  5. #5
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Looks very interesting.
    My questions-suggestions:
    1. What about these settlements: Aden, San'a, Ta'iz, Mecca, Medina? They are more or less important for Muslim history, but they don't seem to be included in AOR system.
    2. What about adding Salalah as a core Omani region, and Aden as border region? I mean, Oman is relatively weak for it has almost no choice of armoured units. Maybe it could be balanced by bigger area of recruitment? And again: it is strange, that above mentioned settlements remain unused.

    Under the patronage of m_1512

  6. #6
    Achilla's Avatar Vicarius
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Now, perhaps I ask too much work from you and it sounds kind-of-rude given the newly work you have decided on ... but I have a suggestion.

    The suggestion is to add a one recruitment circle and make border recruitment a bit less restrictive ...

    What does this mean? Well, here is a small theoretical model that popped up to my mind, now.

    I. Core Regions

    - can recruit all native units
    - normal replenish rates, normal max unit capacities (e.g. how many unit X you can have at once ... e.g. no more Toxotai units past 4 in a settlement before you recruit at least one of them)

    II. Historically Claimed Regions/Conflict Zones

    - can recruit all native units with exclusion of elites of the elites (e.g. Pelekyphoroi for ERE)
    - a bit worse replenish rates, still normal max unit capacities

    III. Past-Border Regions close enough to be influenced without owning them

    - can recruit some native units
    - noticeably worse replenish rates on native units
    - smaller max unit capacity

    Historically Claimed Regions/Conflict Zones would include around 70-80% of current Border Regions while Past-Border Regions close enough to be influenced without owning them would be expanded AOR to aid the future conquest a bit, while still making it harder under some logic reasoning.

    Example:

    Makuria

    Past-Border Regions close enough to be influenced without owning them fill up to the north into Ayyubid territory and aid possible naval invasion to the east on lands near Mekka/Medina.

    Example 2:

    Oman

    Past-Border Regions close enough to be influenced without owning them include south-western part of arabian peninsula and a bit of lands west along the coast on their upper part of kingdom (nothing extreme!).

    PS. I understand it might look like some sort of fallacy to give too wide AOR (even if in 3 circles) to all factions, but total war games were always about possibilities, not about re-enacting history ... at this point if you assume that for example ERE launched a very successful invasion on Ottomans they would establish some sort of more professional military service in conquered regions far far east from core or even border regions, in spite of population riots and ongoing guerilla fight with Turkish rebellions. Since such conflict was quite possible in reality, you could as well assume that Ottomans should have a third recruitment circle spanning in entire ERE territory and in the north (this time, both historic expansion and possible one!). And it goes like that with all factions ... possibilities! Hope you got my point now. I would like some feedback on my suggestion if that's not too much to ask.
    Last edited by Achilla; July 13, 2009 at 12:24 PM.
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  7. #7
    GrandViZ's Avatar Domesticus
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Quote Originally Posted by Achilla View Post
    I would like some feedback on my suggestion if that's not too much to ask.
    I considered a similiar approach myself, however, there is one major technical issue: the restriction of hidden resources in the descr_regions.txt (64). To define 3 zones for each faction in BC, we would require 50+ resource definitions solely for the AOR system, which is out of scope.

    Besides the technical question, I think the new proposal eliminates the harsh restrictions of the release version, and offers all factions enough space for expansion, where they can rely on native units.
    You should also note, that the challenge for the human player is derived from the fact that the availability of native units is restricted. If your native units are available in all your conflict zones, the whole purpose of the AOR concept is IMHO diminished.

    Regarding the other questions ...

    Core Region - Native units (full access)
    Border Region - Native units (limited access) and local units (Auxilias, Nobles etc.)
    Foreign Region - Local units

    The next patch including the updated AOR system will be released before the end of the week.

    Quote Originally Posted by wudang_clown View Post
    What about these settlements: Aden, San'a, Ta'iz, Mecca, Medina? They are more or less important for Muslim history, but they don't seem to be included in AOR system.
    Well, they provide local units. Adding these regions to either the Ayyubid powerhouse, or the Omani seems not right.

    What about adding Salalah as a core Omani region, and Aden as border region?
    I will consider it.
    Last edited by GrandViZ; July 13, 2009 at 01:21 PM.
    Creator of the Ultimate AI
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  8. #8

    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Nice
    Last edited by Anaatti; July 13, 2009 at 01:40 PM.

  9. #9
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Quote Originally Posted by GrandViZ View Post
    I will consider it.
    It would be great to expand Omani core/border regions a bit, especially towards south-west.
    I agree, that giving those regions to the Ayyubids would be wrong. But on the other hand, it's a pity that so many "symbolic" Arabian regions aren't ascribed to any particular state. Well, I suppose that's the cost of game balance.
    Anyway, your new concept of AOR is great.

    Under the patronage of m_1512

  10. #10

    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Spoiler Alert, click show to read: 
    Quote Originally Posted by GrandViZ View Post
    I considered a similiar approach myself, however, there is one major technical issue: the restriction of hidden resources in the descr_regions.txt (64). To define 3 zones for each faction in BC, we would require 50+ resource definitions solely for the AOR system, which is out of scope.

    Besides the technical question, I think the new proposal eliminates the harsh restrictions of the release version, and offers all factions enough space for expansion, where they can rely on native units.
    You should also note, that the challenge for the human player is derived from the fact that the availability of native units is restricted. If your native units are available in all your conflict zones, the whole purpose of the AOR concept is IMHO diminished.

    Regarding the other questions ...

    Core Region - Native units (full access)
    Border Region - Native units (limited access) and local units (Auxilias, Nobles etc.)
    Foreign Region - Local units

    The next patch including the updated AOR system will be released before the end of the week.



    Well, they provide local units. Adding these regions to either the Ayyubid powerhouse, or the Omani seems not right.



    I will consider it.



    This looks just about perfect. Exactly how I'd envision such a grand project.

  11. #11
    **Retired**
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Awesome GV!

  12. #12
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    I beleive that this new version will add maximum realism to the game !
    It is to the right direction!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  13. #13
    Cromagnon2's Avatar Senator
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Looks neat! So Armenia will be split into two main regions?
    Is that for gameplay purposes??

    Kingdom of Armenia

    Core Regions
    Adana, Sis, Tarsus, Vahka, Van, Dvin


    Cant rep again.

  14. #14

    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*




  15. #15
    Andor's Avatar Civis
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    intresting, looks great...

  16. #16

    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    This update in new patch?

  17. #17
    Heinz Guderian's Avatar *takes off trousers
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Oh Lord. Rep for my bruder.




  18. #18

    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Sweet action. The best mod ever keeps improving. Keep up the great work BC Team!!!!

  19. #19
    Campidoctor
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Nice Work, What will recruitment be like outside of those borders?

  20. #20
    Uandwhosearmy's Avatar Miles
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    Default Re: BROKEN CRESCENT - AOR REVISION *Preview*

    Brilliant revision GrandViZ! Looking forward to it.

    Quote Originally Posted by Son of Mao View Post
    Nice Work, What will recruitment be like outside of those borders?
    I would guess it will be like the AOR specified in the preview for 2.0.

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