Search found 734 matches

by Cablenexus
Mon Aug 27, 2018 5:05 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

A difference between Holland mod and Ancient Med: Open the resource usage window on the first turn. Ancient Med always shows zeros for all resources, while Holland mod shows non-zeros. There are multiple ways to do it for this scenario and I'm not sure how to do it yet. It's actually every player a...
by Cablenexus
Mon Aug 27, 2018 4:47 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 3532

Re: [Modding]A first scenario and little bit of modding

Can you try to post the screenshot again?

(go to attachement tab, add file, put your cursor somewhere between text and click insert).

-edit-

Ah I see the link now.
by Cablenexus
Mon Aug 27, 2018 4:18 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

Oddity on second turn of every Holland game: resource yields appear twice. Thank you for the tribes suggestions!!! Very helpful. I was a little busy to check them all myself. This is VALUE info for me. Do you mind if I name you (your steam name) as a tester for the mod? (just a thank you in the rea...
by Cablenexus
Mon Aug 27, 2018 4:16 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 3532

Re: [Modding]A first scenario and little bit of modding

I have this line in my scenario file that's why I thought it was ok like this: <GameResourceMemento id="12" name="Resources.Cowhide" attributes="15" bitmapFile="Resources-Cowhide.png" scripting="DefaultResourceBehavior" expirationPercentage="33" gameResourceType="0" notAllowedResourcePanelAttribute...
by Cablenexus
Mon Aug 27, 2018 3:09 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 3532

Re: [Modding]A first scenario and little bit of modding

first i modified only to the ag file in the mod folder and added 2 resources, but it didnt work ingame. So i also put the same lines into the user scenario file and the resources were visible ingame. Is that the way it should work or did i maybe an error in the mod ag file? The problem you are expe...
by Cablenexus
Mon Aug 27, 2018 2:52 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 3532

Re: [Modding]A first scenario and little bit of modding

Had a hard time with gimp but at least i could setup both resources and started to edit the terrains. One thing to the resources: first i modified only to the ag file in the mod folder and added 2 resources, but it didnt work ingame. So i also put the same lines into the user scenario file and the ...
by Cablenexus
Mon Aug 27, 2018 12:07 am
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

Bructeri have a good startup situation, manageable if the player doesn't try to move the birth slider up too much. Noted. Funny how that can differ between people. I had a hard time playing Bructeri and an easier time playing Chauci. I found it hard to manage the long distances on their large terri...
by Cablenexus
Mon Aug 27, 2018 12:07 am
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

Couldn't do any trades yet, as hadn't researched trading. No other problems except usage of stones was pretty negative due to the fortress walls. I had to sell many of the walls. Inoted that fish was pretty static at .59. Trading is possible as soon you have free sight between you and your trade pa...
by Cablenexus
Sun Aug 26, 2018 9:28 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

Started 3 times with the Chauci on medium difficulty. They end up desperate for food. I had my settler making fields every turn, birth subsidy to 0%, and by turn 4-5 most of my forces have deserted due to lack of food, cities rebelling. I suggest: 1) give the Chauci more fields to start with, at le...
by Cablenexus
Sun Aug 26, 2018 3:20 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

I will definitely download the updated Rhenus mod/scenario. Is there any particular faction you may not have tested a lot, that you would like to have us try? Actually all factions except Frisii and Roman Empire. But feel free to play with them as well. The new version has a lot of minor tweaks. Th...
by Cablenexus
Sun Aug 26, 2018 12:16 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

The Holland scenario is updated to a new version and the folder is not named to the version anymore.

It's called Battle over Rhenus now.

The Holland scenario is removed from Steam.

Please download the new scenario.

PM me as always for a non Steam version mod.
by Cablenexus
Sat Aug 25, 2018 2:06 pm
Forum: Aggressors: Ancient Rome
Topic: Two Questions
Replies: 8
Views: 662

Re: Two Questions

About the Total War comparisson, I always wished to play Total War but without the real time battles. In that case I found my perfect game in Aggressors. (I was one one the volunteer testers). However when you compare the campaign map functionallity from Total War with Aggressors game features, you ...
by Cablenexus
Sat Aug 25, 2018 1:39 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

This morning I used to transfer the old script for Extra resources for Roman Player to the new way of handling Move Events and Game Actions. The change is discussed here: aggressors-game.com/download/SimpleGameActionsMoveEvent.docx A very useful read if you want to implement event driven game action...
by Cablenexus
Fri Aug 24, 2018 3:39 pm
Forum: News & Announcements
Topic: Aggressors - Developer Stream announced!
Replies: 2
Views: 2382

Re: Aggressors - Developer Stream announced!

I have nothing against good streamers, like Agrippa, Dastactic etc. But when the developers show their own game it mostly means more depth and seeing more details of the game mechanism.
I'm looking forward to see it.
by Cablenexus
Thu Aug 23, 2018 7:01 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 3532

Re: [Modding]A first scenario and little bit of modding

One more golden tip before you start modding. Make a simple/small and effective test map to test your mechanism. If you want to test every minor change in your mod while using a large map you have loading times every minor change.
I will add this also to the guide.
by Cablenexus
Thu Aug 23, 2018 5:57 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 3532

Re: [Modding]A first scenario and little bit of modding

Right there i got a question, do you know theres a shortcut in the editor allowing me to draw a terrain over a bigger area than one tile per click? Something like holding shift + holding left mouse constantly draw a terrain over the tile you are hovering over? Right now there isnt. I have it in my ...
by Cablenexus
Thu Aug 23, 2018 2:10 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 3532

Re: [Modding]A first scenario and little bit of modding

Hi Chris, I'm very busy creating all kind of guides in Steam Workshop and I'm also creating some MOD prototype templates and raster images with texture coordinates for easy reference etc. It's extremely helpful if you follow the prototype mod guide or the video that Pavel made earlier (link mentione...
by Cablenexus
Fri Aug 17, 2018 10:52 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

Both the first steps into 3D models and the first steps into MOD Prototyping are now available in Steam Guide section for Aggressors as well.
by Cablenexus
Fri Aug 17, 2018 9:54 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

Now there are of course multiple ways how to use such resources in the game. It's actually unlimited since you can write your own scripts as well. Most common resource is added by a mine or a terrain tile. But also Happiness and Citizens are resources so there mechanism is different. Let's make our ...
by Cablenexus
Fri Aug 17, 2018 2:36 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 18796

Re: [Modding] Creating my first scenario

Some notes that maybe have to be mentioned in the guide: - Always make sure you have the right way of writing into your mod file (and actually all script files) You cannot add just a resource in the empty mod. You always have to write the definition right: WRONG: <resources> <GameResourceMemento id=...

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