Search found 736 matches
- Sun Sep 27, 2020 2:45 pm
- Forum: Aggressors: Ancient Rome
- Topic: Is this game still being worked on?
- Replies: 2
- Views: 5239
Re: Is this game still being worked on?
Hi oninowon, At this moment all work from the dev is dedicated to his new independent release on Steam. Imperiums: Greek Wars is the name. It share some of the mechanism, but is improved over the last two years with new features, new gameplay and suggestions from hundreds of Agg players around the g...
- Thu Nov 21, 2019 6:22 pm
- Forum: Game Ideas
- Topic: Can you bring Warlords III back?
- Replies: 4
- Views: 4036
- Mon Aug 05, 2019 1:05 pm
- Forum: News & Announcements
- Topic: Slitherine acquires the Master of Magic franchise
- Replies: 39
- Views: 13121
Re: Slitherine acquires the Master of Magic franchise
Fantastic news. Can you please also try to acquire the rights for Warlords III: Reign of Heroes and Darklords Rising?
- Tue Nov 13, 2018 7:50 pm
- Forum: Aggressors Modding
- Topic: [MOD] Alexander the Great
- Replies: 28
- Views: 9637
Re: [MOD] Alexander the Great
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?
I suppose the white area is a neighbouring faction?
- Fri Nov 02, 2018 8:21 pm
- Forum: Aggressors: Ancient Rome
- Topic: Steam Announcement for Dev Stream
- Replies: 3
- Views: 1741
Steam Announcement for Dev Stream
Today I did not received the announcement for the stream by Steam notification. I asked in the stream and nobody responded that they received it either. The amount of viewers normally is around 60 - 100 viewers, today it was not reaching 30 viewers. I feel bad for the small developer team who is wor...
- Wed Oct 31, 2018 9:13 pm
- Forum: Aggressors: Ancient Rome
- Topic: Cavalry.
- Replies: 12
- Views: 3090
Re: Cavalry.
Cavalry is also usefull when you have multiple units on a tile to attack an enemy unit and the enemy unit moves back one tile, the other units are pretty useless that turn, but the cavalry can still follow them...
- Wed Oct 31, 2018 9:10 pm
- Forum: Aggressors: Ancient Rome
- Topic: Diplomacy.
- Replies: 9
- Views: 2734
Re: Diplomacy.
In my experience this is a good approach, but I think you also have to look at it from the AI players side. What can they use from you? Not only what you want from them. The AI is pretty capable of knowing what they want so if you offer something they can use (map exchange if you know lot's of terri...
- Sun Oct 28, 2018 3:34 pm
- Forum: Aggressors Modding
- Topic: Fisheries terrain mod
- Replies: 7
- Views: 3729
Re: Fisheries terrain mod
Thank you Cablenexus for a very complete reply My error was to assume that <TerrainBehaviorMemento movementConsume="1" attackBonus="0" defenseBonus="0" silentMovementConsume="-1" terrain="121" railMovementConsume="-1" roadMovementConsume=&...
- Sun Oct 28, 2018 2:27 am
- Forum: Aggressors Modding
- Topic: Fisheries terrain mod
- Replies: 7
- Views: 3729
Re: Fisheries terrain mod
Last ;-) To have a nice description and name for terrain (instead of terrain.FISHERY) you need the Resourcetextfile. you have to add: <data name="Terrains.FISHERY" xml:space="preserve"> <value>Super Fertile Sea Tile</value> </data> Remember that if you make your own resourcetext ...
- Sun Oct 28, 2018 2:18 am
- Forum: Aggressors Modding
- Topic: Fisheries terrain mod
- Replies: 7
- Views: 3729
Re: Fisheries terrain mod
Some notes: - Adding new terrain is pretty advanced and it affects a lot. There is also not enough space in the terrain bitmap file to add many new terrain types. Your new terrain also needs an image, and I suggest you use bitmapindex 13 for it: <TerrainPropertiesMemento id="11" name="...
- Sun Oct 28, 2018 2:10 am
- Forum: Aggressors Modding
- Topic: Fisheries terrain mod
- Replies: 7
- Views: 3729
Re: Fisheries terrain mod
In addition to my previous post, do not use ID 11, it's better use something like 111 or 21 or so. 11 might be used by the devs in the future.
This is a general (unwritten) rule for all the parts you eventually add (units, behaviors etc)
Now for the boat:
This is a general (unwritten) rule for all the parts you eventually add (units, behaviors etc)
Now for the boat:
- Sun Oct 28, 2018 1:23 am
- Forum: Aggressors Modding
- Topic: Fisheries terrain mod
- Replies: 7
- Views: 3729
Re: Fisheries terrain mod
Hi, My first suggestion is never make something more difficult then it is. Many times some minor changes at first sight, will influence other area's you are not aware of. I would say, stay away from altering functionallity that is not 100% necessary or you know 100% what you are doing. That said: - ...
- Fri Oct 26, 2018 2:52 pm
- Forum: Game Ideas
- Topic: War Game Construction Set
- Replies: 11
- Views: 23584
Re: War Game Construction Set
Hi, I just see your post and I think the idea is great. About a month ago, Aggressors: Ancient Rome is released and besides it is a very fun to play strategy game it offers the most flexible content editor I experienced so far. The game is very open to modifications. You can simply alter all the gra...
- Wed Oct 24, 2018 10:02 pm
- Forum: Aggressors Modding
- Topic: [Release]Holland -Battle over Rhenus 50 B.C.
- Replies: 153
- Views: 37813
Re: [Release]Holland -Battle over Rhenus 50 B.C.
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 bu...
- Sun Oct 21, 2018 5:28 pm
- Forum: Aggressors Modding
- Topic: [MOD] Alexander the Great
- Replies: 28
- Views: 9637
Re: [MOD] Alexander the Great
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 ...
- Sun Oct 21, 2018 2:25 pm
- Forum: Aggressors: Ancient Rome
- Topic: Stack opening.
- Replies: 4
- Views: 1595
Re: Stack opening.
There are actually 3 methods to select a unit within a stack.
See the UI help (second alinea)
I like to use leftclick while rightclicking on a stack myself the most to bring up the selector.
viewtopic.php?f=519&t=88125
See the UI help (second alinea)
I like to use leftclick while rightclicking on a stack myself the most to bring up the selector.
viewtopic.php?f=519&t=88125
- Sun Oct 21, 2018 8:42 am
- Forum: Aggressors: Ancient Rome
- Topic: Building trust.
- Replies: 6
- Views: 1844
Re: Building trust.
I take it 'trust' and 'attitude' are not the same. I get the same 'need more trust' message even though the attitude of the other nation towards mine is 100%. I think this is caused by two parameters. The short relation and the long relation. Even when your (or their) attitude is 100% it might be t...
- Tue Oct 16, 2018 9:47 pm
- Forum: Aggressors Modding
- Topic: Peloponnese scenario
- Replies: 7
- Views: 3240
Re: Peloponnese scenario
I had a go at this. I assumed that the key would be the number I needed to install Aggressors but the error came back as invalid. What is a Steam key? If you bought the game at Slitherine, they should provide you the Steam key. Sometimes the registration or serial key is the same as the Steam key. ...
- Mon Oct 15, 2018 5:50 pm
- Forum: Aggressors Modding
- Topic: distance of new cities from old
- Replies: 7
- Views: 3344
Re: distance of new cities from old
Hi dejvid2, Cablenexus was pretty much right in those answers. My aim is to discourage the AI from building cities and so the cities that are in play are the historical ones in their historical location as specified by the scenario. I am not sure I understand what you mean by "cities that are ...
- Mon Oct 15, 2018 5:34 pm
- Forum: Aggressors Modding
- Topic: [MOD] Alexander the Great
- Replies: 28
- Views: 9637
Re: [MOD] Alexander the Great
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 scena...