Search found 40 matches

Go to advanced search

by HanBarca
Sat May 09, 2015 11:24 am
Forum: Boardgame Central
Topic: Operation Attila - A The Next War (SPI) AAR
Replies: 6
Views: 30393

Another update, with some direct experiences from battlefield and the overall situation map at D+8, 22:00 Zulu Time.

http://warwithoutkia.blogspot.it/2015/05/the-next-war-operation-attila-d9-dawn.html
by HanBarca
Wed May 06, 2015 7:56 am
Forum: Boardgame Central
Topic: Operation Attila - A The Next War (SPI) AAR
Replies: 6
Views: 30393

Turn 7 WP Land Phase finished and blog updated!

http://warwithoutkia.blogspot.it/
by HanBarca
Sun Apr 05, 2015 9:12 pm
Forum: AJE Mods
Topic: HARDE - Harsher Attrition Realism and Decisive Engagements
Replies: 78
Views: 23072

Ok!! //Replacements rulRecoverHit = 1 // <--- Modded by Numahr (credit to RSR Mod by HanBarca to identify this change) / 1 in Primus Pilus Edition, 2 in Vanilla I'm glad to see my little mod has been incorporated in a bigger project :) It's been a long time since I tested those values, but I think ...
by HanBarca
Sat Mar 22, 2014 11:18 am
Forum: Boardgame Central
Topic: Operation Attila - A The Next War (SPI) AAR
Replies: 6
Views: 30393

Turn 4 WP Land Move ended.....AAR updated!
by HanBarca
Sat Mar 01, 2014 10:04 am
Forum: Boardgame Central
Topic: Operation Attila - A The Next War (SPI) AAR
Replies: 6
Views: 30393

AAR Update.....4th turn (second turn of war) is now at WP Movement Phase.
by HanBarca
Thu Feb 20, 2014 9:31 pm
Forum: Boardgame Central
Topic: Operation Attila - A The Next War (SPI) AAR
Replies: 6
Views: 30393

AAR Update.....4th turn (second turn of war) is now at WP Movement Phase.
by HanBarca
Tue Feb 18, 2014 1:26 pm
Forum: Boardgame Central
Topic: Operation Attila - A The Next War (SPI) AAR
Replies: 6
Views: 30393

Operation Attila - A The Next War (SPI) AAR

We just started a new The Next War "Tension" campaign and we will keep an After Action Report....here's the URL:

War Without KIA
by HanBarca
Sun Feb 09, 2014 10:09 pm
Forum: NCP Mods
Topic: 1812 Russian Campaign - More historical Russian AI
Replies: 10
Views: 6993

Wouldn't a bias (set local interest) less than 100 mean less interest to actually protect/conquer those places? Isn't the default 100? Same applies for the Theater (100 should be the default), but in that case may have been intentional. Exactly....the main problem with the original campaign is that...
by HanBarca
Sun Feb 09, 2014 10:06 pm
Forum: NCP Mods
Topic: 1812 Russian Campaign - More historical Russian AI
Replies: 10
Views: 6993

AIGuide_1812 Campaign.inc is a .inc file. It means that it is read only when scenario is generated. That means that your modification are not handle by the engine as your use a already generated scenario ( the original one). You need to modify the .sct file if you want your mod to be used by the en...
by HanBarca
Sun Feb 09, 2014 8:07 pm
Forum: NCP Mods
Topic: 1812 Russian Campaign - More historical Russian AI
Replies: 10
Views: 6993

Bohémond wrote:Thanks HanBarca.

You should add a SelectFaction ScripTcommand to make sure the AIguide is handle by the right Faction

Regards


Yes, that's already inside the default script12.ini that includes the AIGuide_1812 Campaign.inc AI file.
by HanBarca
Sun Feb 09, 2014 4:52 pm
Forum: NCP Mods
Topic: 1812 Russian Campaign - More historical Russian AI
Replies: 10
Views: 6993

1812 Russian Campaign - More historical Russian AI

This quite simple mod for the 1812 Campaign will give the Russian AI a more historical behavior, focusing it on defending Russia and, if possible, destroying the French forward depots to hamper Napoleon's advance towards Moscow. Installation guide: 1. Save the original AIGuide_1812 Campaign.inc (NCP...
by HanBarca
Sun Feb 09, 2014 3:15 pm
Forum: Modding AGE engine games
Topic: Link to modding utilities not working
Replies: 4
Views: 2290

Link to modding utilities not working

The link Pocus posted for the modding utilities some time ago is not working anymore....

http://ageoddl.telechargement.fr/latest/AGE_Modding.zip

Where could I find them ?
by HanBarca
Mon Oct 28, 2013 9:34 am
Forum: AJE Mods
Topic: AJE RSR - Road, Supply and Replacement
Replies: 11
Views: 7401

Nope......but in this thread you can find a complete list of the files I've modded; it's quite simple and helps in experimenting a little.
BTW, The "Parthian Wars" expansion already includes my value for the terPercCostClearMajorRoad parameter.
by HanBarca
Tue Jun 18, 2013 1:05 pm
Forum: Alea Jacta Est
Topic: Teaser...
Replies: 24
Views: 8171

Franciscus wrote:Yes, indeed, one of the campaigns is a "what if" scenario pitting the Parthians against a certain great name in Roman history :)


GREAT.
I've been waiting years for that :)
by HanBarca
Sun May 05, 2013 9:50 am
Forum: Alea Jacta Est
Topic: building level 2 forts/fortifications?
Replies: 15
Views: 3078

Thanks all. I wonder how long it took to build up to level To build a fort, it costs 50k denari in the "decision mode". Although the explanation states it is for "rebuilding walls". Perhaps it is only for rebuilding destroyed forts. I haven't tried the option yet in "decision mode". Looking through...
by HanBarca
Thu Apr 11, 2013 7:46 pm
Forum: Alea Jacta Est
Topic: Spies - marius v Sulla
Replies: 6
Views: 1918

I think they're just as any other unit, but with a high scout / hide value.
by HanBarca
Tue Apr 09, 2013 10:16 am
Forum: Alea Jacta Est
Topic: Any news on the next scenario/expansion?
Replies: 49
Views: 11104

Nice!!!!
by HanBarca
Mon Apr 01, 2013 7:48 pm
Forum: Alea Jacta Est
Topic: Retreating
Replies: 6
Views: 3422

The enemy army had offensive stance, good recon and probably a better leader. So, before you were able to move away the enemy attacked and maybe routed you, sending your retreat plans to hell :)
by HanBarca
Fri Mar 01, 2013 3:17 pm
Forum: Alea Jacta Est
Topic: Some comments on AJE and BOR mechanics
Replies: 14
Views: 5092

Amphibious landing If you have an enemy army in the region in offensive mode it's probably quite difficult. The loss of cohesion and the time spent debarking troops make the debarker an easy prey City assault I agree, I've changed the sieExtraModifier parameter to make it more difficult Army supply...
by HanBarca
Sun Feb 10, 2013 9:14 am
Forum: AJE Mods
Topic: AJE RSR - Road, Supply and Replacement
Replies: 11
Views: 7401

Nope (I don't have BOR....yet), but here's the list of the value I've changed: gamelogic.opt terPercCostClearMajorRoad Coefficent or real terrain cost paid to move along major road Old value = 025 New Value = 050 sieExtraModifier Extra modifiier during sieges (positive helps the besieger) Old value ...
by HanBarca
Sat Feb 09, 2013 4:30 pm
Forum: AJE Mods
Topic: AJE RSR - Road, Supply and Replacement
Replies: 11
Views: 7401

Sorry guys, didn't notice the new replies on the thread.

Here's the 1.02 compatible RSR mod; I've also added an advantage for biesieged force during sieges as the bieseger losses were IMO too low.
by HanBarca
Sat Jan 19, 2013 1:26 am
Forum: Help to improve AJE
Topic: Public Beta Patch 1.02
Replies: 32
Views: 8846

I see a couple of values were in the OLD GameLogic.opt but are missing in the new one: cbtLdrCasuDiceSides = 500 // Nb of sides for the casualty dice for rank 1 leaders, at the end of combat (twice as low for rank 2, rank 3 excluded) cbtSkipAssaultFirstRound = 1 // New rule - never allow Assault on ...
by HanBarca
Fri Jan 18, 2013 1:24 pm
Forum: Help to improve AJE
Topic: Public Beta Patch 1.02
Replies: 32
Views: 8846

So my RSR mod didn't make it in the official patch ?
:(
by HanBarca
Fri Jan 04, 2013 3:02 pm
Forum: Alea Jacta Est
Topic: Why 30 day turns?
Replies: 20
Views: 5192

I've never tested it exstensively, but the game mechanics allows to intercept an enemy army quite well, if you have a good detection / hide ratio. You need detection - in real terms, that means scouting forces. You need to: - send fast, high detection value forces ahead of you - target the enemy arm...
by HanBarca
Tue Dec 25, 2012 4:50 pm
Forum: Alea Jacta Est
Topic: Supplies Help.
Replies: 8
Views: 2103

IMO, putting rules aside, there's too much supply in the AJE vanilla version. You can advance into enemy territory in winter without worring too much about your supply.
by HanBarca
Sat Dec 08, 2012 6:55 pm
Forum: AJE Mods
Topic: AJE RSR - Road, Supply and Replacement
Replies: 11
Views: 7401

AJE RSR - Road, Supply and Replacement

This mod changes only a few settings regarding supply, movement and replacement: Lower supply / ammo generation With the standard settings, I never or rarely had any problem with supply - always at full or almost full. The new settings tone down the supply generation, forcing to plan more to stay in...
by HanBarca
Wed Dec 05, 2012 1:29 pm
Forum: Alea Jacta Est
Topic: Replacement bug
Replies: 8
Views: 2522

Changing the variable rulRecoverHit from 2 to 1 implements a more realistic behaviour: units recover losses only when staying for the full turn in an area containing a depot. The hits are always recovered from "stragglers/wounded" and the replacement pool is not going down, but it's better than noth...
by HanBarca
Sat Dec 01, 2012 6:44 pm
Forum: Alea Jacta Est
Topic: Exception in Marius vs Sulla with advanced supply
Replies: 2
Views: 1015

:(
by HanBarca
Sat Dec 01, 2012 5:28 pm
Forum: Alea Jacta Est
Topic: Exception in Marius vs Sulla with advanced supply
Replies: 2
Views: 1015

Exception in Marius vs Sulla with advanced supply

I've started a new Marius vs Sulla scenario, using rulSupply = 2 (advanced supply). The game crashes while processing the first turn, with the following error: 16:51:22 (Reporting) Host: Starting AIs. 16:51:22 (Reporting) Host: AI files done. 742 ms 16:51:22 (Reporting) Marius vs Sulla - 87BC -87, F...
by HanBarca
Sat Dec 01, 2012 4:30 pm
Forum: Alea Jacta Est
Topic: Replacement bug
Replies: 8
Views: 2522

Ok, but I think the hits recovering ratio is too high......the net result is that my legions are practically always at full strength.
any way to adjust it changing the game files ?

Go to advanced search