[Release]Holland -Battle over Rhenus 50 B.C.

pavelk
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by pavelk » Thu Jul 12, 2018 5:38 pm

Cablenexus wrote:
Thu Jul 12, 2018 5:20 pm
I notice a significant (mouse) lag when I build a new city and the box appears to enter your own name over the suggested name.
This is because building city changes the terrain relief and it needs to be recreated.

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Tue Jul 17, 2018 5:59 pm

I release the "experimental" Hollandv0.90a scenario today for Aggressors v6.
As always, send me a PM if you want to try the scenario since I'm not allowed to publish it within beta.

README:

Unzip HollandModv0.90a

Place Hollandv0.90 folder inside the scenario folder:

C:\Users\YOURNAME\Documents\My Games\Aggressors Ancient Rome\Scenarios

Place ancient_rome-holland folder inside mod folder:

FOR NON STEAM USERS:

C:\Program Files (x86)\Kubat Software\Aggressors Ancient Rome\Bin\Mods

FOR STEAM USERS:

C:\SteamLibrary\steamapps\common\Aggressors Ancient Rome\Program Files\Bin\Mods


Special notes:

- Tribe Roman Empire every turn receive 25 wood resource and 25 stone resource automatically till end game.

- To use the drain ability for settlers, you need to research FARMS.

- Depending on the amount of cows around you, you will receive cowhides resource every turn.

- Cowhides are needed for building settlers and for birthrate/grow.

- There is a very simple objective added for the Frisii tribe.


DON'T FORGET to restart Aggressors after loading the mod.

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Mon Jul 30, 2018 8:44 pm

Some more screenshots:
redblue5.jpg
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redblue4.jpg
redblue4.jpg (624.1 KiB) Viewed 1401 times

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Mon Jul 30, 2018 8:44 pm

RED VS. BLUE In Holland:
redblue2.jpg
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redblue3.jpg
redblue3.jpg (844.09 KiB) Viewed 1400 times

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Mon Jul 30, 2018 8:45 pm

RED vs. BLUE
redblue.jpg
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redblue6.jpg
redblue6.jpg (616.56 KiB) Viewed 1399 times

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Tue Jul 31, 2018 1:30 am

100 turns...
100turns.jpg
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gwgardner
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by gwgardner » Tue Jul 31, 2018 5:05 am

I'm waiting for v7 to start playing Holland on Steam. I actually had the exact same idea, playing a northern tribe, across the Rhine, trying to unite all the northern tribes and suborn the southern tribes, to defeat the Romans. But since you're doing that, I'll think of some other theme.

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Tue Jul 31, 2018 7:52 pm

gwgardner wrote:
Tue Jul 31, 2018 5:05 am
I'm waiting for v7 to start playing Holland on Steam. I actually had the exact same idea, playing a northern tribe, across the Rhine, trying to unite all the northern tribes and suborn the southern tribes, to defeat the Romans. But since you're doing that, I'll think of some other theme.
All is uploaded to Steam Workshop already so yu can give it a try via Steam probably tonight or tomorrow. (Some fine tweaking is going on).

gwgardner
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by gwgardner » Fri Aug 03, 2018 7:40 pm

is it possible to add 'Roman subsidy' to the stone and wood resource balance statistics?

I guess it is currently included in the 'expenses/gains' item entry?
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subsidy.jpg
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pavelk
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by pavelk » Sat Aug 04, 2018 9:05 am

gwgardner wrote:
Fri Aug 03, 2018 7:40 pm
is it possible to add 'Roman subsidy' to the stone and wood resource balance statistics?
It is currently not possible to add other lines to the resource window from scripts. It is not that difficult but I really cannot promise this to be implemented by vanilla release.

gwgardner
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by gwgardner » Sat Aug 04, 2018 9:26 am

nomads in Holland are not self-sufficient. WAD?
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pavelk
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by pavelk » Sat Aug 04, 2018 9:42 am

gwgardner wrote:
Sat Aug 04, 2018 9:26 am
nomads in Holland are not self-sufficient. WAD?
It is a unit improvement/extension which is not automatic. Cablenexus didnt set it probably for a reason.

Nomads are self-suppliers in campaign map for a very specific reason - to be able to lead a nomadic life till they settle down where they want.

gwgardner
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by gwgardner » Wed Oct 17, 2018 4:07 pm

Playing Bructeri third time, EASY, with their northern enemy the Chauci on NOOB. Made it through the early wars with the Chauci and have built up the Bructeri well.

I wonder if this mod has a higher pop cost for building nomads than the Ancient Med mod. it will bring a size 3 city to size 1 if I build a nomad.

Cablenexus
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Re: [Release]Holland -Battle over Rhenus 50 B.C.

Post by Cablenexus » Wed Oct 24, 2018 10:02 pm

gwgardner wrote:
Wed Oct 17, 2018 4:07 pm
Playing Bructeri third time, EASY, with their northern enemy the Chauci on NOOB. Made it through the early wars with the Chauci and have built up the Bructeri well.

I wonder if this mod has a higher pop cost for building nomads than the Ancient Med mod. it will bring a size 3 city to size 1 if I build a nomad.
Sorry to respond so late to this question, I missed it somehow.

I don't have specific costs set for nomads in the scenario.
For the Settler I did (in form of Fish resources).
I will play myself a bit to see if I can see what eventually can cause this in the next few days.

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