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  1. #1
    KEA's Avatar Senator
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    Default DBM & Geomod

    Whenever I try to open the map of DBM with Geomod Geomod crashes. This usually is a problem with non-standard formatting of the respective map files, but I couldn't spot any. Anyone else having this problem or knows how to fix? (there is an interesting sub-mod in the pot when I manage to fix it)

  2. #2

    Default Re: DBM & Geomod

    I can't help you with this Geomod (I don't even know what it is exactly) but I'm eagerly waiting for this mysterious sub-mod and for new version of PI.
    Hope you'll handle with it
    Good luck!

    "najłatwiej i najpiękniej nie gnębić drugich, ale samemu nad sobą pracować, żeby być możliwie jak najlepszym" Sokrates

  3. #3
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    Default Re: DBM & Geomod

    My idea was to bring the good old Imperium Romanum II (1980s board game) to M2TW.

    The first thing needed would be to cut the map to the game's outline:



    IR II focuses on the Roman civil wars, starting with Marius vs. Sulla in 88 BC. It has 33 single scenarios. The later ones wouldn't work with DBM because they would require a Late Roman unit setup, like that of IB2. The first 17 on the other hand would be excellent for single DBM campaigns because they would use of the "Marian" and "Augustan" period.

    • New map (that's the recent problem), much reduced and with rather large provinces, close to the original ones. The idea is to seriously limit the amount of micromanagement because in many scenarios you would already be starting with control over one half of the map, tasked with taking the other half. This should be a rather fast game of combat and conquest
    • Some changes to the factions. There would be up to five Roman factions needed. Because we cannot change a faction in provincial campaigns, the Romans would all be called Romani or such. A couple of non-Romans would be needed too, but when some obvious ones that never appear in one scenario, such as Parthia and Persia, share slots a total of about 25 would do - nothing that isn't already in DBM. Only the "Major Powers" of the scenario would be playable.
    • New EDB: Imperium Romanum II is set up into 6 "periods", of which 4 would cover our target first 17 scenarios. Over those "periods" provinces change their status in roads, cultivation, taxation, mobilization and so on. This can very well be controlled by EDB using hidden resources and different lines for recruitment and so on, being activated by event_counters from the script telling which "period" we are in. Building new structures usually shouldn't pay off. That is the provinces would already start well developed.
    • 12 TPY, obviously. The longest scenarios go for about 8 years, while some only cover a few month in history.
    • EDU: All units needed are already in DBM's EDU. To reflect IR's three months of recruitment periods, recruiting a unit would usually take three turns; six for ships. All units would be "free upkeep" and all towns and forts would allow for 10 free upkeep units and ports for 20. In return upkeep would be slightly higher in order to reflect the system of supply from the board game.
    • Scripting: May be the "random events" can be implemented. Because the scenarios always cover less than a lifespan all starting characters usually would be stay alive by natural causes and that way can be killed by script as well. Some scripts would be needed to keep the minor factions alive.
    • New UIs: the new Roman factions should have UIs similar to the one we already have, such as blue, green, purple and yellow variants of it.

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