Search found 734 matches

by Cablenexus
Wed Sep 19, 2018 9:52 pm
Forum: Aggressors: Tech Support
Topic: How to install with Steam?
Replies: 38
Views: 2815

Re: How to install with Steam?

Hi 76mm, Since you want to start modding, it's very usefull if you get the Steam version to work. Please follow instructions in this thread. I sum them up for you. - First of all there is no need to uninstall the Slitherine version, but it can help to delete the config file in the shared folder so i...
by Cablenexus
Mon Sep 17, 2018 9:21 pm
Forum: Aggressors: Tech Support
Topic: How to install with Steam?
Replies: 38
Views: 2815

Re: How to install with Steam?

Hi, I just bought this game, and since it sounds like the modding is hosted on Steam, I thought I would try that. I bought the game directly from Matrix and downloaded it, but have not yet installed--should I install the Matrix version? Should I get aSteam key to install via Steam? Great you bought...
by Cablenexus
Mon Sep 17, 2018 12:19 pm
Forum: Aggressors: Tech Support
Topic: Game wont run fullscreen on primary monitor
Replies: 3
Views: 778

Re: Game wont run fullscreen on primary monitor

I don't have a multi monito setup myself, but I want to suggest the following I found: - Try to run the game .exe from the other monitor? - Setup the primary monitor use in your hardware setting (Nvidia or AMD). - If the game/application does not propose the setting to choose the display it will run...
by Cablenexus
Thu Sep 13, 2018 9:38 am
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 2383

Re: [MOD]Ancient Mediterranean XL

Thanks Cablenexus, i will revisit all flags again when the scenario is in beta-test. The Frisian and one other dutch tribe(dont have the name at hand, west of Frisian) could make use of your flags. Well, i did all tribes in continental europe and would like to begin the test phase, where just all t...
by Cablenexus
Wed Sep 12, 2018 2:49 pm
Forum: Aggressors Modding
Topic: The FOG2 Campaign Thread
Replies: 10
Views: 1060

Re: The FOG2 Campaign Thread

Another thing I would like to implement--a potential random event representing the rise of a religious or ideological movement, or slave rebellion with the potential to sweep away existing empires (basically similar to the rise of Islam or a Spartacus-type event). Maybe within certain time windows ...
by Cablenexus
Wed Sep 12, 2018 5:07 am
Forum: Aggressors Modding
Topic: The FOG2 Campaign Thread
Replies: 10
Views: 1060

Re: The FOG2 Campaign Thread

It looks like you have some very nice ideas of how to achieve this. I have to admit that my hours in FOG II are way less then my hours in Aggressors but I can see the concept of what you want. - Did you think about the terrains? These play a huge role in itself for both games. How do you decide for ...
by Cablenexus
Tue Sep 11, 2018 5:41 pm
Forum: Aggressors: Tech Support
Topic: Aggressors - Playing The Game!.
Replies: 6
Views: 1003

Re: Aggressors - Playing The Game!.

In Reply too... pavelk » 11 Sep 2018 08:07 ..."I am not sure I understand what you are asking for here. You want the UI to be bigger?" ***An Option to press a Tab (Could be represented by Magnifying Glass Icon?) of some sort to Briefly Enlarge a 'Pop-Up-Box' or the other written or scribed fixed bo...
by Cablenexus
Tue Sep 11, 2018 2:48 pm
Forum: Aggressors Modding
Topic: The FOG2 Campaign Thread
Replies: 10
Views: 1060

Re: The FOG2 Campaign Thread

Thanks for your feedback! One more question: I guess--at least via the editor--it should be possible to have the AI replace a player in an ongoing game if a player drops out over time? For this are the playerType="1" playerJoinType="2" per individual tribe (playermemento) flags public enum PLAYER_J...
by Cablenexus
Tue Sep 11, 2018 12:36 pm
Forum: Aggressors Modding
Topic: The FOG2 Campaign Thread
Replies: 10
Views: 1060

Re: The FOG2 Campaign Thread

Cool project! I like to share what I learned so far: map: 80 x 80 is tested by many testers over many years. There is a performance reason for players with low/mid and high end systems why this max map size is choosen. (it can be done eventually) sides/variety: This is easy to change per terrain typ...
by Cablenexus
Tue Sep 11, 2018 11:25 am
Forum: Aggressors: Ancient Rome
Topic: Question about Random Maps
Replies: 6
Views: 713

Re: Question about Random Maps

I want to add the following. You can eventually generate a random map with the settings you like and enter editor mode (Alt -A) and edit a complete scenario how you want it based on the random map. If you export it as a new scenario afterwards you can even select every tribe to play with as in a nor...
by Cablenexus
Sun Sep 09, 2018 9:53 pm
Forum: Aggressors Modding
Topic: [MOD] Atlantis
Replies: 5
Views: 1127

Re: [MOD] Atlantis

I imported my first custom 3D model in the Atlantis mod:

astronomyschool.jpg
astronomyschool.jpg (892.75 KiB) Viewed 1007 times
by Cablenexus
Fri Sep 07, 2018 4:21 am
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 2383

Re: [MOD]Ancient Mediterranean XL

Amazing work.

I see Dutch tribes as well ;-) Feel free to use tribes/texture/everything actually ;-) from my the tribe of my mod as well for the Dutch/German Northern tribes.
by Cablenexus
Thu Sep 06, 2018 3:09 am
Forum: Aggressors Modding
Topic: [MOD] Atlantis
Replies: 5
Views: 1127

Re: [MOD] Atlantis

Thank you, they seems to use tallow.
by Cablenexus
Thu Sep 06, 2018 1:49 am
Forum: Aggressors Modding
Topic: [MOD] Atlantis
Replies: 5
Views: 1127

Re: [MOD] Atlantis

One question,

As I understand the Roman Empire used Wax tablets to write. I can't find what resource they gathered to create them (the wax). Does anyone of you have an idea? Was it from specific trees, plants or even bees?
Thank you in advance.
by Cablenexus
Thu Sep 06, 2018 12:53 am
Forum: Aggressors Modding
Topic: UPDATE: 1.0.7 - Food Cost added to Nomads/Settlers
Replies: 2
Views: 880

Re: Adding Food Cost to Nomads/Settlers

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 ) My next attempt will be to add a new unit typ...
by Cablenexus
Wed Sep 05, 2018 12:38 pm
Forum: Aggressors Modding
Topic: [MOD] Atlantis
Replies: 5
Views: 1127

[MOD] Atlantis

Hi, I started working on an Atlantis scenario a while ago. The title is Too Real to be Myth (maybe I have to write "a" myth here?) but that doesn't sound nice to me. The goal is to use what I learned in the Holland scenario and also add some more advanced features. But the scale and size of the map ...
by Cablenexus
Wed Sep 05, 2018 11:07 am
Forum: Aggressors: Ancient Rome
Topic: Questions, questions...
Replies: 15
Views: 1435

Re: Questions, questions...

5) Can be probably added as an extra note in the manual?, I have nothing against it to make it more clear. 6) I experienced this as well with playing in Top view. I'm not sure if the developer want and /or can do something about this in topview (extra disable mouse for zoom in topview button or so?)...
by Cablenexus
Wed Sep 05, 2018 8:33 am
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 2383

Re: [MOD]Ancient Mediterranean XL

That confuses me a little bit that im in the editor but maybe not in the real edit mode. So far i saved every change within the editor or do you mean by saving to create a scenario? About the visibility feature: at least i found out just now that visibility changes work for every other country i se...
by Cablenexus
Wed Sep 05, 2018 12:30 am
Forum: Aggressors Modding
Topic: [MOD]Ancient Mediterranean XL
Replies: 16
Views: 2383

Re: [MOD]Ancient Mediterranean XL

so far: * added the first first Celts tribe of Gaul: Averni to the north of Massila + unit and ship names * The vanilla "Celtic Tribes" are for now Italo-Celts owning Northern-Italy, Ravenna is still 'independent' * much more terrain detail and rivers in Germania * more terrain detail in France * f...
by Cablenexus
Tue Sep 04, 2018 9:44 pm
Forum: Aggressors: Ancient Rome
Topic: Questions, questions...
Replies: 15
Views: 1435

Re: Questions, questions...

After many hours of gameplay -- which I have been enjoying very much-- I have gathered some questions: 1) Battle predictions: I like the design decision not to give percentage odds, but is there any chance you could list the predictions, in order, somewhere? Some of the meanings are very unclear to...

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