Search found 736 matches
- Mon Aug 27, 2018 5:30 pm
- Forum: Aggressors Modding
- Topic: [MOD] Italy 500BC
- Replies: 44
- Views: 10915
Re: [Modding]A first scenario and little bit of modding
@Chris, Reading your first post and ambition for the scenario, I think this can be of use: scenario.ag (turns) <gameTime initialTurnIndex="1" initialYear="-60" stepsPerTurn="1"> <turnNames> <string>Turns.Spring</string> <string>Turns.Summer</string> <string>Turns.Autumn...
- Mon Aug 27, 2018 5:07 pm
- Forum: Aggressors Modding
- Topic: [MOD] Italy 500BC
- Replies: 44
- Views: 10915
Re: [Modding]A first scenario and little bit of modding
Same issue for me when I delete the resources from my scenario.ag resources.jpg I use jpeg files since there is a 1 mb file restriction in Slitherine forums for screenshots. save as jpg instead of png @Pavel, you already have my mod and scenario maybe you can look into that one if time of course. I ...
- Mon Aug 27, 2018 5:05 pm
- Forum: Aggressors Modding
- Topic: [Modding] Creating my first scenario
- Replies: 664
- Views: 60686
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...
- Mon Aug 27, 2018 4:47 pm
- Forum: Aggressors Modding
- Topic: [MOD] Italy 500BC
- Replies: 44
- Views: 10915
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.
(go to attachement tab, add file, put your cursor somewhere between text and click insert).
-edit-
Ah I see the link now.
- Mon Aug 27, 2018 4:18 pm
- Forum: Aggressors Modding
- Topic: [Modding] Creating my first scenario
- Replies: 664
- Views: 60686
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...
- Mon Aug 27, 2018 4:16 pm
- Forum: Aggressors Modding
- Topic: [MOD] Italy 500BC
- Replies: 44
- Views: 10915
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...
- Mon Aug 27, 2018 3:09 pm
- Forum: Aggressors Modding
- Topic: [MOD] Italy 500BC
- Replies: 44
- Views: 10915
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...
- Mon Aug 27, 2018 2:52 pm
- Forum: Aggressors Modding
- Topic: [MOD] Italy 500BC
- Replies: 44
- Views: 10915
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 ...
- Mon Aug 27, 2018 12:07 am
- Forum: Aggressors Modding
- Topic: [Modding] Creating my first scenario
- Replies: 664
- Views: 60686
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...
- Mon Aug 27, 2018 12:07 am
- Forum: Aggressors Modding
- Topic: [Modding] Creating my first scenario
- Replies: 664
- Views: 60686
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...
- Sun Aug 26, 2018 9:28 pm
- Forum: Aggressors Modding
- Topic: [Modding] Creating my first scenario
- Replies: 664
- Views: 60686
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...
- Sun Aug 26, 2018 3:20 pm
- Forum: Aggressors Modding
- Topic: [Modding] Creating my first scenario
- Replies: 664
- Views: 60686
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...
- Sun Aug 26, 2018 12:16 pm
- Forum: Aggressors Modding
- Topic: [Modding] Creating my first scenario
- Replies: 664
- Views: 60686
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.
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.
- Sat Aug 25, 2018 2:06 pm
- Forum: Aggressors: Ancient Rome
- Topic: Two Questions
- Replies: 8
- Views: 1823
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 ...
- Sat Aug 25, 2018 1:39 pm
- Forum: Aggressors Modding
- Topic: [Modding] Creating my first scenario
- Replies: 664
- Views: 60686
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...
- Fri Aug 24, 2018 3:39 pm
- Forum: News & Announcements
- Topic: Aggressors - Developer Stream announced!
- Replies: 2
- Views: 2970
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.
I'm looking forward to see it.
- Thu Aug 23, 2018 7:01 pm
- Forum: Aggressors Modding
- Topic: [MOD] Italy 500BC
- Replies: 44
- Views: 10915
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.
I will add this also to the guide.
- Thu Aug 23, 2018 5:57 pm
- Forum: Aggressors Modding
- Topic: [MOD] Italy 500BC
- Replies: 44
- Views: 10915
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 ...
- Thu Aug 23, 2018 2:10 pm
- Forum: Aggressors Modding
- Topic: [MOD] Italy 500BC
- Replies: 44
- Views: 10915
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...
- Fri Aug 17, 2018 10:52 pm
- Forum: Aggressors Modding
- Topic: [Modding] Creating my first scenario
- Replies: 664
- Views: 60686
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.