Hegemony:Rome

Wargames que estan pegando fuerte e interesan a toda la comunidad de wargameros.

Moderador: Moderadores Wargames

Avatar de Usuario
Ronin
Crack - Oberst
Crack - Oberst
Mensajes: 7219
Registrado: 12 Nov 2011, 15:19
STEAM: Jugador
Ubicación: a la sombra de la Alcazaba de Malika en Al-Andalus

Re: Hegemony:Rome

Mensaje por Ronin »

Chisco escribió:A priori eso podría pensar uno, pero en ese caso ¿por qué Amiens aparece con su nombre celta de Samarobriva y no con el latino de Ambianum que es como la llamaron los romanos? :roll: Aún así el mapa está muy bien.

Tú que has jugado títulos anteriores ¿Me puedes explicar la leyenda del mapa? Eso que parecen barriles ¿Son puntos de abastecimiento / suministros? Y parece que hay animales también ¿Qué representan?
No tengo ni idea lo que representan. En el HG solo se podian construir altares, torres de vigilancia y levantar o echar abajo murallas y los recursos son el oro de las minas e impuestos y la comida. En el HR en cambio, se pueden levantar fuertes y se necesitan recursos como la madera, respecto a la comida y el oro no se nada aun. En el HG hay comida, de las granjas, y ovejas que se pueden desplazar, en el HR no se como lo han contemplado. En el HG los suministros eran fundamentales y para las campañas totalmente necesario sobre todo si ibas a zonas sin cultivos y no podias saquear, en el HR parece que va a estar mas detallado aun. En el HG las tropas al ganar exp. se podian especializar en varias ramas (4) en el HR no lo se aun.

La leyenda es distinta. Pero si no conoces nada el HG te dire que el paso de el mapa estrategico al tactico es sin cargas. Se aprecia entre otros, un taco de madera con un hacha que puede significar campamentos madereros o bosques para talar.

El nivel de detalle del HR no tiene nada que ver con el HG. En el HR se ven los agricultores, los puentes son mas grandes, los objetos, muñecos y edificaciones estan mas proporcionados.

Parece ser que hay miles de puntos en el mapa donde construir campamentops de suministros, y que el radio de influencia sera mayor en terreno abierto que en zonas de montaña o de rio

Imagen

Imagen

Imagen

Imagen
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

Imagen
Imagen
Imagen
Imagen
Avatar de Usuario
Stratos
Crack - Oberst
Crack - Oberst
Mensajes: 3595
Registrado: 23 Nov 2004, 09:41
STEAM: Jugador
Ubicación: Amposta

Re: Hegemony:Rome

Mensaje por Stratos »

Tiene buena pinta. Gracias Ronin.
-Los pilotos de caza hacen películas.
-Los de ataque hacen historia!

Imagen
Avatar de Usuario
Chisco
Regular - Feldwebel
Regular - Feldwebel
Mensajes: 510
Registrado: 21 Jul 2013, 22:17
STEAM: Jugador
Contactar:

Re: Hegemony:Rome

Mensaje por Chisco »

Gracias por la explicación. Sí que tiene buena pinta.
www.masquedados.com/blog
Avatar de Usuario
Ronin
Crack - Oberst
Crack - Oberst
Mensajes: 7219
Registrado: 12 Nov 2011, 15:19
STEAM: Jugador
Ubicación: a la sombra de la Alcazaba de Malika en Al-Andalus

Re: Hegemony:Rome

Mensaje por Ronin »

Dev Blog: Concept Art - Designing the Enemy

This week we're going to change course a little bit and talk about the concept art of Hegemony Rome, the research and decisions involved, as well as show you how those concepts made it through to the final game. In particular, we're going to focus this time on how we differentiated the various cultural groups that Caesar encountered to help players quickly identify who and where they are fighting.

But to start, concept art, for those that aren't aware, is one of the very first stages in a game, and is done to visually design elements, characters, places, and objects in a game, as well as overall tone, story ideas, and more.

With Hegemony Rome, we already had most of the story laid out for us, as well as, indeed, most of the world! So the biggest factor in creating concept art was doing a lot of research into the various faction groups, and then amalgamating that research into coherent, easily readable designs.

In Rome we have four major faction groups: the Romans, the Gauls, the Germans, and the Britons. The Romans have a wealth of research and original sources for how they dressed, what they wore and ate, as well as many descriptive contemporary sources. The Gauls, Germans and Britons were all a little more difficult. A lot of the research we relied upon for the game came from a few notable sources, one of which is the fantastic Osprey line of books. Other sources included costume history books such as The Costume History by Auguste Racinet, Historic Costume in Pictures published by Braun & Schneider, and What People Wore When edited by Melissa Leventon.

Because of the specific time period of the game, we were forced to work around some of the more obvious design decisions. For example, even though in modern renditions we almost always see Roman Legionnaires in their famous Lorica Segmentata (the metallic armour made in long strips and fastened with leather), that particular type of armour wasn't in common usage in the Roman military until after Caesar's death. So while it makes them a little less recognizable, our Roman Legionnaires are wearing the traditional chain mail armour instead. However, this concept worked the other way, too! A particular example is for the Gauls. They were noted for using lime in their hair and spiking it, making their hair look rough and white, standing on end. You can see the original design for the white spiked hair below. While it was an interesting design, because of modern hair cuts, it ended up looking strangely anachronistic and 'punk'-ish, so we decided to stay to more 'natural' hair cuts and colours.

Imagen

The number one consideration for designing the different faction units was to make sure each of them were completely distinct from each other. So while in reality the clothing designs between the different 'barbarian' factions likely didn't vary nearly as widely, for game-play purposes they needed to have very distinct features so that they could all be easily told apart on sight. The first consideration was colour. The Romans in our game all wear shades of red/purple, as well as silver (for the chainmail). Blues were chosen for the Britons, oranges and browns for the Germans, and greens for the Gauls. The next major design decision was pinpointing themes for each faction. For the Britons we chose their distinctive blue tattoos/body paint as both a unit indicator and as a design mechanism for their shields. The tattoos were simplified in order to be able to be read more clearly at a greater distance, since much of the game is played in a zoomed out state.

Imagen

As you can see this also meant that in general the Briton units show a lot more skin, so that their tattoos are more readily seen. This is happily also historically accurate – they were known to even fight naked!


The Gauls, as you can see in the example above (back when we were talking about hair), mostly wear tunics and striped pants, always in shades of green. Though many of the examples of the Gaul's distinctive pants tend to show them in much paler shades, we decided to be a little more lenient on colour, to keep them from looking too much like pajamas. Their shield designs were based on animals – many of which are directly taken from Gallic coins contemporary to the era. We know that they used animals like boars as war totems, so it was an easy leap to make!

Imagen


The Germans were known for using animal skins and furs, so we kept with that theme, making sure that most of the unit designs were obviously more animal-based. Lots of fur, muted neutral colours are their trade marks. There was not a wealth of information on their designs (beyond some carved log heads found in bogs) so we took the artistic liberty of doing their shields with strong, symmetrical patterns, in order to be clearly distinctive from the more chaotic Britons and the symbolism of the Gauls. Again, one of the most important design functions was to clearly delineate between faction groups.

Imagen
Imagen

Once you have a wealth of designs, however, the question becomes what to do with them! Most of them are obvious. Unit designs are turned into 3d models to be used in the game, character designs for cutscenes, shields for faction symbols and flag textures.

Imagen


Some concept art, however, ends up in the waste bin for various reasons. Below you can see some bucket designs that were completed based on research into the material cultures of the various Gallic and Germanic tribes. Unfortunately, these were ultimately scrapped because they were too complex for items you'd only really see from far away.

Imagen

What doesn't get represented in a 3d way, however, often ends up being shown in more 2d promotional art for the game, which is a topic we'll delve further into, during the weeks to come!

Look forward to next week!

Imagen

http://www.longbowgames.com/forums/topi ... t26565body
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

Imagen
Imagen
Imagen
Imagen
Avatar de Usuario
Chisco
Regular - Feldwebel
Regular - Feldwebel
Mensajes: 510
Registrado: 21 Jul 2013, 22:17
STEAM: Jugador
Contactar:

Re: Hegemony:Rome

Mensaje por Chisco »

Reconozco esa unidad, es el famoso Batallón Barbudo, así denominado porque todos sus integrantes tenían que dejarse barba. :mrgreen:
www.masquedados.com/blog
Avatar de Usuario
Ronin
Crack - Oberst
Crack - Oberst
Mensajes: 7219
Registrado: 12 Nov 2011, 15:19
STEAM: Jugador
Ubicación: a la sombra de la Alcazaba de Malika en Al-Andalus

Re: Hegemony:Rome

Mensaje por Ronin »

Aqui pongo un enlace de video que tiene varios meses del juego en Alpha. Pero en el mismo se ve movimientos de tropas, entornos, etc. No es muy largo


http://epdaily.tv/all/type-of/previews/ ... it-part-1/
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

Imagen
Imagen
Imagen
Imagen
Avatar de Usuario
Ronin
Crack - Oberst
Crack - Oberst
Mensajes: 7219
Registrado: 12 Nov 2011, 15:19
STEAM: Jugador
Ubicación: a la sombra de la Alcazaba de Malika en Al-Andalus

Re: Hegemony:Rome

Mensaje por Ronin »

Nuevo boletin

Dev Blog: Fuel for War - Resources Part 1

We've dropped a few hints so far at some of the resource changes in Rome, but today we're going to dig into some details. On the surface, we've got a new wood resource that you'll be harvesting and spending to build some of those engineering marvels Caesar was famous for. But, there's also a lot of subtler changes we've made to improve the strategy in the game and we're going to look at some of those as well.

But first off, here are the basics on wood: it's produced at logging camps, transported via supply lines, stored in forts/cities, and consumed to construct walls, upgrades, ships and siege equipment. It's something of a combination between food and recruits and its purpose is to support a new stage of development once you've satisfied your basic needs for food, gold and units. In other words, once you've captured a position, wood will let you fortify it, customize its strengths with upgrades, and build more powerful units to let you take on tougher enemy positions.

That said, gathering wood can't always be an afterthought - defending a city with walls, for example, is usually more cost effective than training a similar number of units, and constructing an upgrade that reduces rebellions might be the best option to maintain control over a hostile city.

Imagen


Interesting Choices

And it's obviously those kind of decisions that are really at the core of any strategy game and that's what we try to encourage whenever we make design changes. Which is why we weren't really satisfied with the mechanics for collecting resources in the earlier games. Whenever you'd capture a new city in Gold, you'd immediately capture all of the nearby farms, connect them up to your city, and then you were done. To borrow a line from another game designer, there really were no “interesting choices” to be made.

Our solution to this was to make all resources in Rome more like mines. Rather than just producing food automatically, farms (and also logging camps) now require that you assign workers or slaves to operate them. While this was something a lot of our testers intuitively tried to do anyways, the major advantage for gameplay is that players can no longer have everything and you've got to decide, for example, to spend those precious few recruits on new combat units or for workers to harvest food, wood or gold.

Imagen

Raid and Pillage

To further increase your options, we've also carried over the ability to disrupt and raid farms to all other resource buildings so that those pesky raiders will also be burning your mines and logging camps as well. And for consistency, mines will no longer be exempt from lengthy supply lines – all resource production is now penalized based on the length of the supply line. We've also eliminated the limit on the number of supply lines you can connect and gotten rid of their construction time since neither really added anything strategic to the game and we prefer a simpler ruleset whenever possible.

Some of the other changes you'll notice are that the mobile sheep flocks have been replaced with a fixed cattle farm (no more AI sheep wars), farms no longer have their own supply radius, and workers and slaves no longer carry food. But the resupply changes are probably a topic all by themselves so we'll leave that for a later date (or for the forums if you can't wait).

Stay tuned for next week - we'll be doing things a little differently. There won't be a regular blog post since Rick, Philippe and I are heading over to Germany to take in GamesCom, but we're still hoping to have some news to post for you.

Cheers!
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

Imagen
Imagen
Imagen
Imagen
Avatar de Usuario
Ronin
Crack - Oberst
Crack - Oberst
Mensajes: 7219
Registrado: 12 Nov 2011, 15:19
STEAM: Jugador
Ubicación: a la sombra de la Alcazaba de Malika en Al-Andalus

Re: Hegemony:Rome

Mensaje por Ronin »

Lanzamiento para febrero de 2014 :Running:
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

Imagen
Imagen
Imagen
Imagen
Maulet
Moderador
Moderador
Mensajes: 6139
Registrado: 04 Abr 2006, 12:46
STEAM: Jugador
Ubicación: Barcelona

Re: Hegemony:Rome

Mensaje por Maulet »

medio añito de na :mrgreen:
Avatar de Usuario
Chisco
Regular - Feldwebel
Regular - Feldwebel
Mensajes: 510
Registrado: 21 Jul 2013, 22:17
STEAM: Jugador
Contactar:

Re: Hegemony:Rome

Mensaje por Chisco »

Lo que no entiendo es la actitud de los campesinos, ahí quietos con las manos en la cabeza...

Fly, you fools!!!
www.masquedados.com/blog
Avatar de Usuario
Malatesta
Veteran - Hauptmann
Veteran - Hauptmann
Mensajes: 1413
Registrado: 22 Nov 2007, 19:12
STEAM: Jugador
Ubicación: Sevilla-Tenerife
Contactar:

Re: Hegemony:Rome

Mensaje por Malatesta »

Para tres años con el desarrollo del juego :mrgreen:
ImagenImagenImagen
Avatar de Usuario
Piteas
Support-PdL
Support-PdL
Mensajes: 7692
Registrado: 05 Feb 2011, 16:15
STEAM: Jugador
Ubicación: por las Rías Altas
Contactar:

Re: Hegemony:Rome

Mensaje por Piteas »

Miedo a sacarlo a la vez que el Rome TW 2... qué cobardes :P
Imagen ImagenImagen
Imagen Imagen
Imagen Imagen
Imagen Imagen
Avatar de Usuario
Chisco
Regular - Feldwebel
Regular - Feldwebel
Mensajes: 510
Registrado: 21 Jul 2013, 22:17
STEAM: Jugador
Contactar:

Re: Hegemony:Rome

Mensaje por Chisco »

Hombre es que el Rome II TW lo va a petar. Tontos no son :mrgreen: .
www.masquedados.com/blog
Avatar de Usuario
Ronin
Crack - Oberst
Crack - Oberst
Mensajes: 7219
Registrado: 12 Nov 2011, 15:19
STEAM: Jugador
Ubicación: a la sombra de la Alcazaba de Malika en Al-Andalus

Re: Hegemony:Rome

Mensaje por Ronin »

Dev Blog: An Army Marches on its Stomach - Resources Pt 2

Nuevo Dev Blog. Que ganas tengo de que salga :babas:


The last few weeks have been quite busy with GamesCom and the Kalypso announcement, but now that we've settled back into development we're going to pick up the blogs where we left off and talk more about resources. Last time it was wood: harvesting it with logging camps, moving it over supply lines, and using it to construct fortifications and upgrades. Today, we're going to get into the most important resource in Hegemony and talk about food.

Throughout his commentaries, Caesar continually mentions the importance of supplies. Like seizing an enemy baggage train to force their surrender, raiding enemy farms to deter future incursions, or leaving his supplies behind to sprint ahead of his enemies. While a lot of these tactics were supported by the mechanics in Gold, there were still a few things we felt we could improve in Rome.

Resupply Zones

One issue in Gold were the resupply radii - the yellow rings that encircled your cities, farms and forts. While these automated the resupply behaviour and realistically made it easier to fight close to your towns, they also constrained battlefield manoeuvres and created artificial conflicts between feeding the garrison inside the city and the army outside.

We've solved these issues in Rome by significantly expanding the resupply zones so that they now cover the entire battlefield around a city (see the screenshot below). And also, by allowing troops to delay filling their packs until they completely leave the resupply zone so that they no longer drain food from the garrison unless they really need it.

Imagen

New expanded resupply zones give more space for tactical manoeuvres


While these changes help ensure you're only worrying about supplies when it's strategically relevant (far from your fortifications), we also liked that they encourage following Caesar's own tactic of setting up a camp near a battlefield or siege to supply his troops while they fought in the area.

And, since the range of the new supply zones varies heavily on geography and upgrades, the new system also adds a few more interesting choices regarding where to place your camp and which upgrades to build.

Baggage Train

The other big change we made to the supply system involves workers and slaves. In the original games, we sought to recreate the historical baggage train by allowing workers and slaves to accompany your army and carry extra food. While this did give players some extra flexibility, in practice it encouraged exactly the kind of micromanaging we were trying to avoid.

So in Rome, workers and slaves are exclusively used to harvest resources (see the last blog), and can no longer carry food on their own. Which means now, as I described above, if you want to resupply your troops during a siege, you build a camp nearby and connect it back to your existing network. You'll still need to protect that supply line, but you won't need to manually ferry workers back and forth.

Imagen


Units automatically pickup food when they leave a fort's resupply zone


However, we still wanted to give players a few more supply options that didn't require as much infrastructure, and that's where the some of the new stances like forced and heavy march come in. But stances are one of the larger new features in Rome and can easily fill a few blogs on their own so we'll have to leave that for another day. As always, if you've got any questions or ideas please post them to the comments and we'll do our best to answer them.

Cheers!

Prev Blog: Fuel for War - Resources Pt 1

http://www.longbowgames.com/forums/topi ... t26624body


Parece que quieren ampliar la maniobra de los ejercitos en el area de influencia de los asentamientos y aliviar la microgestion. Que bonito esta quedando. Ya mismo le estoy dando la paliza a Rick para que me haga participar en la beta si es posible
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

Imagen
Imagen
Imagen
Imagen
Avatar de Usuario
Ronin
Crack - Oberst
Crack - Oberst
Mensajes: 7219
Registrado: 12 Nov 2011, 15:19
STEAM: Jugador
Ubicación: a la sombra de la Alcazaba de Malika en Al-Andalus

Re: Hegemony:Rome

Mensaje por Ronin »

Dev Blog: Divisa In Partes Tres, Part 1


“Gaul is a whole divided into three parts, one of which is inhabited by the Belgae, another by the Aquitani, and a third by a people called in their own tongue Celtae, in the Latin Galli.”

That's the first sentence Julius Caesar's famously wrote in his Commentarii de Bello Gallico. Of course, those groups were only a rough outline of the Gallic people, and the reality was decidedly much more nuanced. Each group was composed of dozens of loosely related tribes, often at war within their own groups, and – with the exception of the Belgae – rarely did these tribes unite in the way Caesar's overview would suggest.

But I'm getting ahead of myself. This week I'm going to begin talking about some of the factions in Hegemony Rome, and when we started laying out Rome's enemies we also decided to divide them into three parts, but not the same parts Caesar mentioned.

Imagen
Citerioris Provinciae (aka Cisalpine Gaul) on the strategy map

The Provinces
Before we talk about Rome's enemies, let's talk about Rome. A couple centuries before the Gallic War, Rome began conquering territory outside of Italy. They were sort of new to this, so these new provinces weren't very well defined, and when Caesar was in control of the two provinces in the southern part of Gaul he just referred to them as Citerioris Provinciae and Ulterioris Provinciae, “nearer province” and “further province”. The Roman military, it seems, was not terribly creative when it came to naming things. Nevertheless, the name stuck: the southern part of France is still known as Provence to this day.

The provinces were fully controlled by Rome, but you have to remember that they were Gallic not long before, so by the time of Caesar's campaign their culture was a mishmash of the new Roman influences and the ancient Celtic influences, and they were even sometimes called the “toga wearing Gauls”. So while the soldiers from these provinces wore Roman equipment, and they fought alongside the legions, they still fought much as the Gauls did, lacking the tightly regulated organization of the legions.


Imagen
The faction selection screen in the sandbox (alpha version)



The Three Parts
Now that I introduced the Roman provinces, what are the three enemies I mentioned?

When Caesar began writing his commentaries, he could never have foreseen that the war would extend as far as it did, and eventually he found himself in the territories of peoples far more exotic than the three kinds of Gauls he had identified. As the war reached Germania and Britannia, he would find that these people were truly unique from the Gauls he had already encountered.

So when we started designing the factions that was where we began: Rome had her two provinces, and her enemies would be divided into three parts: the Gauls, the Germani, and the Britons. Of course, as I mentioned at the beginning of the post, these groups were made up of a complex network of tribes: at current count, we've divided these three groups into twenty-four different factions.

Be sure to join me for the next two parts, when I describe these three groups in more detail.


Imagen
Established farmland in the Roman province
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

Imagen
Imagen
Imagen
Imagen
Responder