Search found 108 matches

by dejvid2
Fri Jan 31, 2020 9:50 pm
Forum: Aggressors Modding
Topic: Central Aegean Scenario
Replies: 5
Views: 1129

Re: Central Aegean Scenario

I have just uploaded the latest version of this scenario. Now most of the city states have appropriate flags (from coins when I could find them but sometimes I've had to be a bit more inventive) and appropriate images for the diplomacy screen. I have also made some minor tweaks with the map and such...
by dejvid2
Mon Dec 30, 2019 1:55 pm
Forum: Aggressors Modding
Topic: change culture of player
Replies: 3
Views: 378

Re: change culture of player

How do you change the culture of a player in a scenario? Look into playerModelAvailabilities element for each player. To be precise - there is no such a thing as culture of a player. You can mix it per your liking. So you can have a state like Parthia which had excellent cavalry but only levy infan...
by dejvid2
Fri Dec 27, 2019 7:21 pm
Forum: Aggressors Modding
Topic: change culture of player
Replies: 3
Views: 378

change culture of player

How do you change the culture of a player in a scenario?
That is to say enable the player to build hoplites instead of axemen (for example)
by dejvid2
Sat Nov 30, 2019 7:04 pm
Forum: Aggressors Modding
Topic: Central Aegean Scenario
Replies: 5
Views: 1129

Re: Central Aegean Scenario

Given your has prompted me to do some more work on it and am now working proper flags and player images.
Let me know of any tweaks you think this scenario needs.
by dejvid2
Mon Nov 25, 2019 7:37 pm
Forum: Aggressors: Ancient Rome
Topic: size of scenarios
Replies: 5
Views: 781

Re: size of scenarios

Rosseau wrote:
Fri Nov 22, 2019 5:19 am
I prefer the smaller scenarios as well.
That's good to know that I'm not alone in my preference - I shall keep on producing my smaller scenarios.
by dejvid2
Sun Nov 10, 2019 12:46 pm
Forum: Aggressors Modding
Topic: Central Aegean Scenario
Replies: 5
Views: 1129

Central Aegean Scenario

I have just done a Central Aegean Scenario. It is larger than my usual scenarios but as it is mostly water it is still of a quite manageable size:
http://kart-hadasht.co.uk/game/aggressors/aegean.php
by dejvid2
Mon Nov 04, 2019 11:18 pm
Forum: Aggressors Modding
Topic: Download: Peloponnese scenario with fisheries
Replies: 1
Views: 930

Re: Download: Peloponnese scenario with fisheries

I have now added victory points to my Peloponnese scenario:
http://kart-hadasht.co.uk/game/aggresso ... heries.php
by dejvid2
Sat Nov 02, 2019 10:05 pm
Forum: Aggressors: Ancient Rome
Topic: size of scenarios
Replies: 5
Views: 781

size of scenarios

What is the size of scenario you prefer? For me the standard Med scenario at 87x44 is the upper limit but I prefer smaller ones of around 30x30. Yet many of the scenarios are far larger than the standard Med scenario and from the comments on this forum it seems that this is not just the preference o...
by dejvid2
Sat Nov 02, 2019 9:34 pm
Forum: Aggressors AARs
Topic: Never give up (Hibernia - Roman Britain)
Replies: 2
Views: 562

Re: Never give up (Hibernia - Roman Britain)

pavelk wrote:
Fri Nov 01, 2019 7:29 pm
Great post!
I also like this scenario and despite its size, you can have suprisingly nice games!
It is a great scenario *because* it is a manageable size.
by dejvid2
Fri Nov 01, 2019 4:07 pm
Forum: Aggressors AARs
Topic: Never give up (Hibernia - Roman Britain)
Replies: 2
Views: 562

Never give up (Hibernia - Roman Britain)

This is a game I played as Hibernia with the official Roman Britain scenario. As Hivernia you start with a single city (Eblana aka Dublin) so I quickly build three more cities. Then disaster the Romans invaded and captured my southern most city and then offered peace. I accepted and built up my forc...
by dejvid2
Sat May 18, 2019 4:39 pm
Forum: Aggressors: Ancient Rome
Topic: Question on units inside cities
Replies: 12
Views: 1179

Re: Question on units inside cities

My understanding is that if they are being trained in a city then they contribute nothing, which seems a little extreme to me, as the men are there with their equipment and I'm sure they wouldn't site in their barracks or sit in the training arena doing nothing as the walls are being stormed. If a ...
by dejvid2
Mon May 13, 2019 4:07 pm
Forum: Aggressors Modding
Topic: points victory for scenarios
Replies: 7
Views: 1030

Re: points victory for scenarios

So the program expects there will be at least 1 bonus city and if there are none at all it crashes. I cannot tell you why it was crashing before (you would need to send me that ag file) but I can say for sure that this is not the reason. There is no mandatory rule to have at least one bonus city in...
by dejvid2
Sun May 12, 2019 8:40 pm
Forum: Aggressors Modding
Topic: points victory for scenarios
Replies: 7
Views: 1030

Re: points victory for scenarios

Hello dejvid, I am happy you are making progress on this but what do you mean that victory points map must have at least city? My first try had tiles with a points value of 2 or 1 except mountains and sea which are of course zero. It had no bonus cities. When I added a few like this 2[116=10] meani...
by dejvid2
Sun May 12, 2019 4:53 pm
Forum: Aggressors Modding
Topic: points victory for scenarios
Replies: 7
Views: 1030

Re: points victory for scenarios

SUCCESS! :D A victory point map must have at least one city This is for the official Roman invasion of Britain ( |2[116=10]| is the location of Londinium which had the id of 116 2 being what you get if Londinium has been destroyed): <properties> <doubles> <SerializableStringDoublePair key="winningPo...
by dejvid2
Mon May 06, 2019 8:08 pm
Forum: Spartan & Gates of Troy
Topic: Spartan Map Editor
Replies: 14
Views: 9366

Re: Spartan Map Editor

I think the link must have been temporarily down. It works now so give it another try.
by dejvid2
Mon May 06, 2019 6:16 pm
Forum: Aggressors Modding
Topic: Cyprus Scenario
Replies: 2
Views: 571

Re: Cyprus Scenario

But Cyprus lacks coal so really you need to trade.
(Not that that should surprise you :-) )
by dejvid2
Mon May 06, 2019 10:51 am
Forum: Aggressors Modding
Topic: points victory for scenarios
Replies: 7
Views: 1030

Re: points victory for scenarios

UPDATE: There also needs to be added after: <winningConditions> <gameConditions> this <GameConditionMemento type="WinningPointsGameCondition" id="1" afterWinAction="1" deactivationType="1" fulfilment="100" name="GameCondition.WinningPointsGameCondition" achievedResourceText="GameCondition.ModWinning...
by dejvid2
Sun May 05, 2019 9:04 pm
Forum: Aggressors: Ancient Rome
Topic: Ptolemies never accept Athenian treaties
Replies: 23
Views: 3111

Re: Ptolemies never accept Athenian treaties

I agree there should be an extra cost proportionate to distance. My question was simply whether only one player knowing the route would increase those costs. But If the trade route exists. I'll happily pay the extra if you so decide.
by dejvid2
Sun May 05, 2019 1:51 pm
Forum: Aggressors: Ancient Rome
Topic: Ptolemies never accept Athenian treaties
Replies: 23
Views: 3111

Re: Ptolemies never accept Athenian treaties

I hadn't thought about the transport costs. Would there really be extra costs? But if you make the trading route possible, I'll be happy with whatever you decide on that score.
by dejvid2
Sun May 05, 2019 1:39 pm
Forum: Aggressors Modding
Topic: points victory for scenarios
Replies: 7
Views: 1030

points victory for scenarios

Looking at the default scenario I thought that using the visibility section as a guide it ought to be possible to edit my scenarios so that a points path to victory would exist. Unfortunately, when I generated a scenario and then run a game, the points victory doesn't appear. Is there somewhere othe...

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