[MOD] Alexander the Great

Cablenexus
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Re: [MOD] Alexander the Great

Post by Cablenexus » Mon Oct 15, 2018 5:34 pm

TimDee58 wrote:
Mon Oct 15, 2018 1:40 am
thanks
I made it available for you (and others) to try out.

Only playing as Macedon makes sense for the moment. They have a set of objectives that should keep you busy for the first two years.
336 BC till 334 BC when the real battles start.

I prefer everyone use Steam Workshop to download the scenario:

https://steamcommunity.com/sharedfiles/ ... 1536734945

If for any reason you do not want to use Steam you can use this Dropbox link:

https://www.dropbox.com/s/k60qf0wj3kw5i ... s.rar?dl=0


TO USE:
Only for non-Steam version

Unzip the file named AlexanderObjectives you download from the Dropbox link.

Place the MOD folder named ancient_rome-alexander (and all contents) in:

C/D/E:\Program Files\Kubat Software\Aggressors Ancient Rome\Bin\Mods

Place the SCENARIO folder named AlexObjectives (and all contents) in:

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

Start Aggressors, choose new game and choose AlexObjectives scenario.
Have fun!


This is an OBJECTIVE TEST scenario.


I started to setup correct starting positions, resources and relationships faction by faction and of course for this scenario I started with Macedon.

I would like to ask you to test this scenario only as playing as Macedon.

(Choose new game, choose AlexObjectives scenario, select Macedon and leave the rest at default).



I would like to get first feedback over the objectives, I want to ask you to view the objectives tab and try to reach all objectives in the first 2 years (336 BC to 334 BC).

There should be enough time since the turntimes are set to 36 a year.

Thank you and enjoy!

gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner » Sun Oct 21, 2018 4:47 pm

1st turn, achieved two objectives:

1) defeat the palisade of carts (nice historical flavor objective!)

2) achieved the 'gather 60 food,' because the game starts with 100. For this objective to be meaningful, should probably start with less than 60. Then next turn they'll lose half of that, putting them at approx 30? Then have to work to get it up to 60.

Cablenexus
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Re: [MOD] Alexander the Great

Post by Cablenexus » Sun Oct 21, 2018 5:28 pm

gwgardner wrote:
Sun Oct 21, 2018 4:47 pm
1st turn, achieved two objectives:

1) defeat the palisade of carts (nice historical flavor objective!)

2) achieved the 'gather 60 food,' because the game starts with 100. For this objective to be meaningful, should probably start with less than 60. Then next turn they'll lose half of that, putting them at approx 30? Then have to work to get it up to 60.
Thanks, but the achievement is to get 60 wood. You start with 50 and in a few turns you will have 60, but if you destroy the palisade you get 20 ;-)

gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner » Sun Oct 21, 2018 7:09 pm

funny. I need glasses.

gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner » Sun Oct 21, 2018 8:41 pm

objective button won't work, after getting all objectives except exploring the Black Sea
Attachments
Macedonians - Jan 335 BC (21+10+2018 15;36).zip
(479.67 KiB) Downloaded 37 times
783210_20181021153603_1.jpg
783210_20181021153603_1.jpg (11.86 KiB) Viewed 1201 times

gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner » Thu Nov 08, 2018 3:39 pm

custom map, Alex v6, get odd 'city of mesh' on strat map.

Is that something special to build?

Also, don't know what the white area on the strat map is.
Attachments
mesh.jpg
mesh.jpg (30.35 KiB) Viewed 1111 times
Massilia - AD 21 (08+11+2018 09;34).zip
(137.01 KiB) Downloaded 30 times

Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1680
Joined: Mon Jan 04, 2016 7:09 pm

Re: [MOD] Alexander the Great

Post by Cablenexus » Tue Nov 13, 2018 7:50 pm

The city of Mesh was actually an experiment to test different kind of cities. It should not be used (yet), I didn't noticed it showed up there earlier, I will try to delete it next update.

I suppose the white area is a neighbouring faction?

gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner » Wed Nov 14, 2018 1:32 pm

I cou.d not identify any reason for the white area. It's all been explored jungle/forest, either part of my country or unclaimed.

Branty
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Re: [MOD] Alexander the Great

Post by Branty » Wed Dec 19, 2018 10:31 am

Hi Cabelnexus,


Love what you have done with this mod,awesome map are you still working on it. The only problems l am finding is l can not build items( eg shipyards), also l can not repair resources (gold mines) once damaged and finally not able to build roads. With this being such a large map with out roads makes game very slow.

Regards
Branty

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