Search found 212 matches

by eddieballgame
Thu Nov 08, 2018 2:48 am
Forum: Aggressors AARs
Topic: The Fabled Land, custom world occasional AAR
Replies: 17
Views: 407

Re: The Fabled Land, custom world occasional AAR

Impressive that your patience sustained you this long. You, certainly, put the mod to the test.
by eddieballgame
Wed Oct 24, 2018 12:51 am
Forum: Aggressors Modding
Topic: UPDATE: 1.0.6 - Slow Tech & ns Food Mod
Replies: 6
Views: 253

Re: UPDATE: 1.0.5 - Technology 2x slower turns & FOOD mod

I, generally, never play on too high settings. Not my preference for any of my games; I commend your courage. So I can not offer any incite per the 'Legendary' difficulty setting. This mod was, primarily, created for "normal" settings...whatever they are. :) It could, very well, be that this mod mak...
by eddieballgame
Mon Oct 22, 2018 6:35 pm
Forum: Aggressors AARs
Topic: The Fabled Land, custom world occasional AAR
Replies: 17
Views: 407

Re: The Fabled Land, custom world occasional AAR

The way I understand it, the research and food mod does this: 1) costs less citizens to build settlers and nomads; 2) the turn by turn spoilage/wastage of unused food is lessened; 3) doubles the research times. I stand to be corrected if needed. Plus...costs 2 food to produce a Nomad & 4 food to pr...
by eddieballgame
Tue Oct 09, 2018 12:32 am
Forum: Aggressors Modding
Topic: UPDATE: 1.0.6 - Slow Tech & ns Food Mod
Replies: 6
Views: 253

UPDATE: 1.0.6 - Slow Tech & ns Food Mod

Compatible with prototype mod 'ancient_rome' Main Dir/Bin/Mods Technology is 2x Slower "Technology.Cultivation" - turns is unchanged (7) FOOD: NOMAD: <PlayerResourceMemento id="1" value="-5" /> GOLD <PlayerResourceMemento id="5" value="-2" /> FOOD <PlayerResourceMemento id="10" value="-4" /> CITIZEN...
by eddieballgame
Tue Oct 09, 2018 12:27 am
Forum: Aggressors Modding
Topic: UPDATE: 1.0.6 - Technology 2x slower turns mod
Replies: 1
Views: 147

UPDATE: 1.0.6 - Technology 2x slower turns mod

Compatible with prototype mod 'ancient_rome' Technology is 2x Slower "Technology.Cultivation" - Cost is Unchanged (7) This mod can be used with any scenario. example; Make a copy of the original Ancient_Mediterranean folder in the Scenario's folder. Rename that folder Ancient_Mediterranean-SlowTech,...
by eddieballgame
Mon Oct 08, 2018 5:25 am
Forum: Aggressors: Ancient Rome
Topic: Disappointing Game - Regret My Purchase
Replies: 17
Views: 871

Re: Disappointing Game - Regret My Purchase

I concur with Cablenexusom of what this game has to offer the user. The exciting thing for me, per this unique game, is...it is still in its' infancy. It is a rare thing, indeed, when a new game comes along that is as 'bug free' as this one while offering tremendous support from such a small 'dev' t...
by eddieballgame
Thu Sep 20, 2018 9:50 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: This game has it all except...
Replies: 0
Views: 382

This game has it all except...

This is an excellent game while missing one key ingredient. Traditional (non-internet required) 'hotseat'.
Field of Glory II did it right.
by eddieballgame
Tue Sep 18, 2018 6:21 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 707

Re: [MOD] Ancient Orient BC1000

I look forward to trying this out in a few days. Thanks for doing this.
by eddieballgame
Fri Sep 14, 2018 9:53 pm
Forum: Aggressors AARs
Topic: A Brief Alternative History of the Roman Republic
Replies: 63
Views: 2321

Re: A Brief Alternative History of the Roman Republic

BTW, I shared this link on Steam.
by eddieballgame
Fri Sep 14, 2018 6:52 pm
Forum: Aggressors AARs
Topic: A Brief Alternative History of the Roman Republic
Replies: 63
Views: 2321

Re: A Brief Alternative History of the Roman Republic

If ever there was an AAR that could/help sell a game, this is it. Even though I am still on vacation, it is posts like these that make returning home feel less sad. :) This AAR, alone, showcases just how good a game this is. One of the many fine attributes this game has shown me is how good the AI i...
by eddieballgame
Wed Sep 12, 2018 6:06 am
Forum: Aggressors: Ancient Rome
Topic: Aggressors - v1.02.1 is out, now with full UI scaling!
Replies: 10
Views: 757

Re: Aggressors - v1.02.1 is out, now with full UI scaling!

Thank you for correcting my false info, pavelk.
by eddieballgame
Wed Sep 12, 2018 12:21 am
Forum: Aggressors: Ancient Rome
Topic: Aggressors - v1.02.1 is out, now with full UI scaling!
Replies: 10
Views: 757

Re: Aggressors - v1.02.1 is out, now with full UI scaling!

I am not at my computer for a few days, so this is from memory. Find where your 'saves' are & there is a 'preference' file you can edit. Can't remember if it is via Documents/MyGames or users/AppData, sorry. I think this will solve your problem.
by eddieballgame
Sun Sep 09, 2018 6:47 pm
Forum: Aggressors AARs
Topic: A Brief Alternative History of the Roman Republic
Replies: 63
Views: 2321

Re: A Brief Alternative History of the Roman Republic

Thank you for doing this.
by eddieballgame
Thu Sep 06, 2018 1:30 am
Forum: Aggressors Modding
Topic: UPDATE: 1.0.6 - Food Cost added to Nomads/Settlers
Replies: 2
Views: 294

Re: Adding Food Cost to Nomads/Settlers

Thank you, I fixed this per your suggestion. Now functions as an independent mod. :)
by eddieballgame
Wed Sep 05, 2018 11:53 pm
Forum: Aggressors Modding
Topic: UPDATE: 1.0.6 - Food Cost added to Nomads/Settlers
Replies: 2
Views: 294

UPDATE: 1.0.6 - Food Cost added to Nomads/Settlers

Compatible with prototype mod 'ancient_rome' This little mod simply adds Food to the building costs per a Nomad or a Settler...with a slight adjustment to the 'Citizens' cost requirement. This is more of an experiment then anything else. Also, halved the Food - expirationPercentage="33" ( was 66 ) T...
by eddieballgame
Tue Sep 04, 2018 5:24 pm
Forum: Aggressors Modding
Topic: UPDATE: 1.0.6 - Larger Customized Worlds
Replies: 9
Views: 402

Re: Larger Customized Worlds

I am in full agreement with Pavelk's concern on tweaking things per CPU demands, was one of the reasons for not over doing it per the settings. Nice to know the game can handle even more tweaking if one should so desire. Now that is programing...thank you Pavelk Thank you, Cablenexus, for your respo...
by eddieballgame
Tue Sep 04, 2018 6:45 am
Forum: Aggressors: Ancient Rome
Topic: Editing Scenarios
Replies: 6
Views: 261

Re: Editing Scenarios

"Great to see you in the game, Eddie. I seem to remember you've done some great stuff with other titles".

Thank you, Mike & I concur with the rest of your post as well.

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