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New Scenario: Panormus 251 BC, with City Walls!

Posted: Sun Sep 23, 2018 10:54 am
by Paul59
I have a new user created scenario available for in game download: Panormus 251 BC.

This is a battle from the First Punic War, between the Romans occupying the city of Panormus (modern Palermo) and a Carthaginian army. The battle was fought outside the city walls, which are depicted on the map.

The scenario does not use any special scripts. The code for Heavy Fortifications is already in Field of Glory 2 (it is a left over from Pike and Shot Campaigns/Sengoku Jidai), there are just no official city wall models to use it just yet. I have used Desert Fort Wall models from Battle Academy, which look just fine after they have been rescaled in the FOG2 Editor.

The walls can be crossed by units of both sides. This is intentional. Defenders are presumed to be using sally ports. Attackers have to be able to cross the walls, we can assume that they are using scaling ladders. This is how Heavy Fortifications work in P&S and SJ.

There are a couple of little issues that are caused by the script I used to make the Elephants uncontrolled. I could not work out how to fix it, but they have a negligible effect on the scenario anyway:

1) Uncontrolled Fragmented Elephants can turn 180 degrees and move one square!

2) Sometimes if Elephants are in their uncontrolled state and they are in melee, they can still charge adjacent enemy! If the enemy are LI who evade, the elephants move into the square that was occupied by the LI but stay in melee with their original opponents, this time facing away!

If other scenario designers want to use the wall models, they can be a bit tricky to work properly. I had a lot of trouble getting the walls to give the correct Combat bonuses. Some City Wall squares were not providing cover bonus for shooting and/or combat, even though the tooltip says they are Heavy Fortifications. I eventually solved the problem for the eastern city walls facing the Carthaginians, but did not bother to check that the other walls are working okay. That does not matter for this scenario, as it is extremely unlikely that there will be any combat involving the other walls. The problem seems to be fixed by adding tiny walls to some or all of the other edges of each wall square, maybe even invisible walls might work.

enjoy

Paul

Re: New Scenario: Panormus 251 BC, with City Walls!

Posted: Sun Sep 23, 2018 2:07 pm
by woos1981
Great jobs Paul59! I really love this scenario it's looks so cool!

Re: New Scenario: Panormus 251 BC, with City Walls!

Posted: Mon Sep 24, 2018 7:09 am
by pinwolf
I agree, map looks very nice.
Paul59 wrote: Sun Sep 23, 2018 10:54 am The walls can be crossed by units of both sides. This is intentional. Defenders are presumed to be using sally ports. Attackers have to be able to cross the walls, we can assume that they are using scaling ladders. This is how Heavy Fortifications work in P&S and SJ.
Let's hope that at some point special fortification tiles like breakable walls, gates, towers and units like battering ram etc. with hardcoded elaborate siege rules will be added.

Re: New Scenario: Panormus 251 BC, with City Walls!

Posted: Mon Sep 24, 2018 9:29 am
by melm
Even Romance of Three Kingdom 11 has some siege tower and ram. The only thing I need to bear is that the each siege equipment occupies one tile, i.e. out of scale.

Re: New Scenario: Panormus 251 BC, with City Walls!

Posted: Mon Sep 24, 2018 3:42 pm
by Paul59
Just in case any one is confused, I had better reiterate that historically this was a field battle fought outside the city walls of Panormus, not a siege, and this scenario recreates that field battle.

I agree, it might be nice to have sieges represented in the game, but I am not sure how much fun they would be.