Search found 21 matches

by Hir0
Mon Jan 14, 2019 2:39 am
Forum: Aggressors Modding
Topic: [MOD] Sengoku Japan1560
Replies: 3
Views: 949

Re: [MOD] Sengoku Japan1560

Updated to the version 5. - Adjusted game balance, Ashikaga armies's morale reduced, also major daimyos(Oda, Takeda, etc) increased military morale. - Added 2 general objectives (unite local area and take the capital city) for each factions.and Tokugawa has some unique objectives. - Now Takeda can d...
by Hir0
Wed Dec 26, 2018 5:38 am
Forum: Aggressors Modding
Topic: [MOD] Sengoku Japan1560
Replies: 3
Views: 949

Re: [MOD] Sengoku Japan1560

Thank you. Now I updated to the version 4, which adjusted the map balances.
by Hir0
Fri Dec 21, 2018 8:41 am
Forum: Aggressors Modding
Topic: [MOD] Sengoku Japan1560
Replies: 3
Views: 949

[MOD] Sengoku Japan1560

I made Sengoku Jidai (the warring states period of Japan) scenario and mod. I published them at the steam workshop and now here too. Download is here (currently version 5) https://www.dropbox.com/s/q13pw8f3p3ftfzm/Sengoku_Japan1560_ver5.zip?dl=0 Right now 38 factions is available. NOTE: In the 1st t...
by Hir0
Fri Nov 30, 2018 12:15 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Rome: Centurion
Replies: 19
Views: 2194

Re: [Noob map] Centurion: Defender of Rome

What kind of advantage should main factions get at the beginning of the game to make them (a little bit) stronger than other factions, even for an AI? For example: I was thinking of giving Carthage 3 small cities (in Tunisia, Sardinia and Spain) instead of just settler or 1 city as for other civs. ...
by Hir0
Mon Oct 15, 2018 1:42 am
Forum: Aggressors: Ancient Rome
Topic: Where to start?
Replies: 4
Views: 777

Re: Where to start?

I found Egypt is a friendly nation for beginners. Rome would be soon have to fight with Carthage, the most powerfull naval power in the game, so it is stressful for the beginner. Egypt don't have to fight powerful nations in early stage. Their only fighting is a small weak Seleucus, which is a good ...
by Hir0
Thu Oct 11, 2018 10:29 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

Re: [MOD] Ancient Orient BC1000

And a few bug fix for ver 1.042.
I realized it by gwgardner's excellent AAR.

@Cablenexus sorry, I don't want to make my dairy to 'more' public. it's just a mess scribbling of thought for me. :)
by Hir0
Thu Oct 11, 2018 4:03 am
Forum: Aggressors AARs
Topic: Reuniting Egypt, Orient Mod, mini AAR
Replies: 13
Views: 1658

Re: Reuniting Egypt, Orient Mod, mini AAR

As a just novice player's opinion, I think you should make at least one city in the Sinai Peninsula for the benefit of collecting the resources(already you have plenty them though).

As for the event, not at all, I even didn't check the event tag. all events are the same in the vanilla version.
by Hir0
Wed Oct 10, 2018 12:36 am
Forum: Aggressors AARs
Topic: Reuniting Egypt, Orient Mod, mini AAR
Replies: 13
Views: 1658

Re: Reuniting Egypt, Orient Mod, mini AAR

LOL. Syria Army city. :mrgreen: Probably naming individual armies in the editor was a bad idea, because almost all units can make a city in this game. Other than that, seems like the mod has no problems in the middle game. I think what Babylonia,Assyria, and Egypt in the mod is what Rome, Carthage,a...
by Hir0
Tue Oct 09, 2018 2:43 pm
Forum: Aggressors AARs
Topic: Reuniting Egypt, Orient Mod, mini AAR
Replies: 13
Views: 1658

Re: Reuniting Egypt, Orient Mod, mini AAR

I made my mod quite easy by adding a lot of resoreces, especially strong nations like lower Egypt, so this AAR will not abrupt end. :D Also intersting enough, the 3rd photo was very diffirent from one with my monitor which was not so coloful. Always, looking forward to see how the game advenced, bec...
by Hir0
Mon Oct 08, 2018 10:16 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

Re: [MOD] Ancient Orient BC1000

In the editor, the naming function didn't exist (as far as I know) and I could not find how and where to do it in the scenario.ag file. Right click on the tile with territory when you are in the game editor. I tried right click but only changed to nation display. When CTRL+righ click I can name ter...
by Hir0
Mon Oct 08, 2018 9:35 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

Re: [MOD] Ancient Orient BC1000

"I was playing Israel, clickecd on settler, then on info box (to bring unit detail window) for the settler, and had the ctd" My answer: Basically there are two things: The cause of this issue is in the scenario, because there are territories but they do not have names. On the other hand, Aggressors...
by Hir0
Mon Oct 08, 2018 1:32 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

Re: [MOD] Ancient Orient BC1000

pavelk wrote:
Sun Oct 07, 2018 3:07 pm
Hi Hir0,
there is a small issue with the scenario. Please read it here.
I will fix my part of the issue:)
I could not access the link.
If the mod had any issues, I will fix it soon.
by Hir0
Sun Oct 07, 2018 1:11 pm
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

Re: [MOD] Ancient Orient BC1000

Ver 1.04 is up! - Now all nations have the objectives. - historical names in building a new city. - Upper Egypt and Lower Egypt will renamed to Egypt after the civil war is over (Thanks Pavel for the script). Perhaps this is the final version (except bug fix), because I want to make a new scenario/m...
by Hir0
Sun Sep 30, 2018 8:35 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

Re: [MOD] Ancient Orient BC1000

That's strange... I looked that up myself, and correctly downloaded the zip file.
Humm, can other players download it?
by Hir0
Sat Sep 29, 2018 10:47 pm
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

Re: [MOD] Ancient Orient BC1000

Updated to ver 1.03 :D - the Objectives for Babylonia, Assyria and Israel (the remains nations will be later implemented) - the Bosphorus strait opend. - the names of spearmen cavery and melee cavery changed to the these chariots for historical flavor. - erased a few bugs which were introducted by t...
by Hir0
Mon Sep 24, 2018 11:26 am
Forum: Aggressors AARs
Topic: A Brief Alternative History of the Roman Republic
Replies: 63
Views: 6522

Re: A Brief Alternative History of the Roman Republic

Thank you for great AAR. I enjoyed it a lot.
I want to see the German Tribes AAR in the next, which I guess quite challenging.
by Hir0
Thu Sep 20, 2018 5:49 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

Re: [MOD] Ancient Orient BC1000

Just updated to 1.02

- All factions enhanced resources mines at the start.
- Corrected the visivility setting of all factions at the start.
- Renamed almoat all units at the start.
- a few bug fix.
by Hir0
Tue Sep 18, 2018 7:48 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

Re: [MOD] Ancient Orient BC1000

Enjoy. :)

I updated the mod slightly.

ver. 1.01 - Changeing random names for new build city to more suitable names to the orient world.
by Hir0
Tue Sep 18, 2018 6:02 am
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 2388

[MOD] Ancient Orient BC1000

I made Ancient Orient BC1000 scenario and mod. I published them at the steam workshop and now here too. Download is here (currently ver1.043) https://www.dropbox.com/s/vr9wsx35h9in6cl/Ancient_Orient_BC1000_ver1_043.zip?dl=0 Factions: - Babylonia - Assyria - Lower Egypt - Upper Egypt - Israel - Tyrus...
by Hir0
Wed Apr 05, 2017 7:55 pm
Forum: Pike & Shot
Topic: God I suck
Replies: 10
Views: 3131

Re: God I suck

A newbie here. I cant win the white mountain scenario in the 30 years wars.
I tried a few times, send my armies to high hill areas, but always my armies broke by the empires charges.
Really it is a difficult scenario.

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