Search found 43 matches

by Chris36
Tue Sep 04, 2018 11:51 am
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

yea right, performance is a very important one. I just read some minutes ago about the limit of 6400 tiles and thats im coming with the new map additions very near to: 5984 tiles. Even this needs to be tested on some machines. I got an "older" PC but still with a CPU and ram(4790k and 16 GB) that ca...
by Chris36
Tue Sep 04, 2018 11:33 am
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

To get a short overview over this thread: it contains 2 Mods in work. 1. A mod about Italy starting at 500 BC. All infos are in the first post of the thread 2. A mod thats just expanding the vanilla "Ancient Mediterranean" scenario to "Ancient Mediterranean XL". All infos in the last posts I will op...
by Chris36
Tue Sep 04, 2018 11:23 am
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

News to the scenario XL: So far i could even bring the scenario XL to work in a game and let some turns bypassing. Before the game crashed right in turn 1. But now after adjusting the winningConditions it works. Also the positions of the ambient units had to be adjusted in their Y-positions. Current...
by Chris36
Tue Sep 04, 2018 8:26 am
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

I will move then to steam but continue posting here as well.
by Chris36
Mon Sep 03, 2018 8:23 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

Hey Cablenexus, Im not 100% sure now but i think i did protoype modding. I used my own mod and scenario file, created for that a new mod folder and bound the scenario/save game to the new mod. Any new stuff, additions or changes would come into that new mod file except for the map changes where i cu...
by Chris36
Sun Sep 02, 2018 6:11 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

Thx pavel. Just to make it easier i decided not to use terrain instead i use new resource buildings like mines and use them on existing terrain. Still alot to check by files but the scenario made progressions. Completed the map and researched/added the first cultures while figuring out how the black...
by Chris36
Tue Aug 28, 2018 3:36 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

Hanging at adding new terrain. I made 2 new entries with 2 new IDs like this: <TerrainPropertiesMemento id="11" name="Terrains.MEDITERRAN_HILLS" ....... <TerrainPropertiesMemento id="12" name="Terrain.MEDITERRAN_PLAIN" ....... Adding new terrain types is not such an easy task. It is eaasier to repl...
by Chris36
Tue Aug 28, 2018 1:12 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

Hi guys, Yes this is an error that was introduced by me. Not the game s fault. For one reason I added the resources (all resources) to my scenario file (probably copied from mod to scenario instead of mod to mod). Resources ARE NOT part of the scenario file. Delete the whole resource element in sce...
by Chris36
Tue Aug 28, 2018 12:51 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

Hi guys, Yes this is an error that was introduced by me. Not the game s fault. For one reason I added the resources (all resources) to my scenario file (probably copied from mod to scenario instead of mod to mod). Resources ARE NOT part of the scenario file. Delete the whole resource element in sce...
by Chris36
Tue Aug 28, 2018 12:46 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

Hanging at adding new terrain. I made 2 new entries with 2 new IDs like this: <TerrainPropertiesMemento id="11" name="Terrains.MEDITERRAN_HILLS" ....... <TerrainPropertiesMemento id="12" name="Terrain.MEDITERRAN_PLAIN" ....... I copied the whole original entries of hills and plains, changed the IDs,...
by Chris36
Mon Aug 27, 2018 6:35 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

Great stuff! :D Escpecially the info with the seasons is just amazing, thanks!!
by Chris36
Mon Aug 27, 2018 4:36 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

I changed it, so resources are back in the mod.ag file and it looks now like this: mod.ag <?xml version="1.0" encoding="utf-8"?> <MainMemento xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" > <StateMemento actualPlayerId="0" name="Ancient Rome" reso...
by Chris36
Mon Aug 27, 2018 2:27 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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 r...
by Chris36
Thu Aug 23, 2018 5:19 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

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

Im sure will have fun, love that game already so much and i do love modding. Hope you got fun with the mod when its done! Regarding Rome 2: CA released a DLC Campaign "Rise of the Republic" for Total War Rome 2. Cablenexus, im very happy and im sure any modder in the future will be damn happy as wel...
by Chris36
Thu Aug 23, 2018 1:11 pm
Forum: Aggressors Modding
Topic: [MOD] Italy 500BC
Replies: 44
Views: 5612

[MOD] Italy 500BC

Hi, i learned some stuff about scenario/modding and still learning what Cablenexus did with his first scenario and want to create another one scenario. This time with only some minor modifications just to learn more about modding and preparing for the following up scenario i got in mind. This scenar...
by Chris36
Thu Aug 16, 2018 11:53 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 32936

Re: [Modding] Creating my first scenario

Just great Cablenexus, thanks for the very valuable infos ! :) I got a question besides graphics. So you made in your mod fish as a resource and fishnet as terrain extension right? Do you know if its possible to have an effect on terrain through buildings as like through cities as well? At least bui...
by Chris36
Wed Aug 15, 2018 1:36 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 32936

Re: [Modding] Creating my first scenario

Not yet but right on the way to get more into it and working out some ideas regarding scenarios and some economical modifications. :) Theres one thing i couldnt clarify myself searching some files: Is it somehow possible to increase the max tiles in the editor itsself or somewhere in the scenario fi...
by Chris36
Wed Aug 15, 2018 12:22 pm
Forum: Aggressors Modding
Topic: [Modding] Creating my first scenario
Replies: 664
Views: 32936

Re: [Modding] Creating my first scenario

This is just an amazing thread and great work. Thanks alot for all the infos you shared here. :!:
by Chris36
Thu Aug 09, 2018 3:23 pm
Forum: Aggressors: Ancient Rome
Topic: Aggressors Testers Diary - Modding
Replies: 19
Views: 3193

Re: Aggressors Testers Diary - Modding

Very good! Cant wait to get my hands on the SDK ;). Thanky you pavelk!
by Chris36
Wed Aug 08, 2018 3:47 pm
Forum: Aggressors: Ancient Rome
Topic: Aggressors Testers Diary - Modding
Replies: 19
Views: 3193

Re: Aggressors Testers Diary - Modding

Hi pavelk, thanks for the quick and hot reply ! Buildings, improvements, terrain extensions, unit types....everything customizable. Cablenexus just created a brand new unit action (which is basically a game move like "attack" or "build" actions are) which is valid only for boats (one specific unit)....

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