[Modding] Creating my first scenario
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- Sr. Colonel - Battleship
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[Modding] Creating my first scenario
Hi,
I decide to start working on my first MOD for Agressors while testing.
I want to inform and keep this thread alive to report and show step by step how I create my mod and hopefully Pavel can answer some questions in the mean time.
If you have ideas for the MOD, or maybe have knowledge of better/accurate shield/flag icons, please let me know.
I want my MOD take place in Holland. Or the Netherlands how many call it. The Netherlands was under occupation from the Roman Empire from 57 BC — 406 AD so that fits perfectly in Agressors.
Many tribes settled in Holland and went away. Gauls, Celts, Germanic Tribes, but also tribes that are actual Dutch cities now or even provinces (The Frisii).
THE MAP
The transition between sea and terrain was not always clear at the coast boarders. There was the Rhyne river crossing the countries in the middle, some forests around it that functioned as defense territory. Specially in the North it was hard to live since all the wet terrain partly in the sea. South of the terrain there was more fertile land, horse breeding and in whole the country was active trading between tribes.
The Roman defense line was around the Rhyne at the moment of occupation. In the North people had to live on hills to be above sea level (For those who don't know we are still situated under sealevel).
I already see plenty of tiles I can use to recreate the map in Agressors.
Hills, scrub with rivers and swamp terrain, lot's of plains and some forests.
I decide to start working on my first MOD for Agressors while testing.
I want to inform and keep this thread alive to report and show step by step how I create my mod and hopefully Pavel can answer some questions in the mean time.
If you have ideas for the MOD, or maybe have knowledge of better/accurate shield/flag icons, please let me know.
I want my MOD take place in Holland. Or the Netherlands how many call it. The Netherlands was under occupation from the Roman Empire from 57 BC — 406 AD so that fits perfectly in Agressors.
Many tribes settled in Holland and went away. Gauls, Celts, Germanic Tribes, but also tribes that are actual Dutch cities now or even provinces (The Frisii).
THE MAP
The transition between sea and terrain was not always clear at the coast boarders. There was the Rhyne river crossing the countries in the middle, some forests around it that functioned as defense territory. Specially in the North it was hard to live since all the wet terrain partly in the sea. South of the terrain there was more fertile land, horse breeding and in whole the country was active trading between tribes.
The Roman defense line was around the Rhyne at the moment of occupation. In the North people had to live on hills to be above sea level (For those who don't know we are still situated under sealevel).
I already see plenty of tiles I can use to recreate the map in Agressors.
Hills, scrub with rivers and swamp terrain, lot's of plains and some forests.
- Attachments
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- Holland 50 BC.jpg (48.1 KiB) Viewed 2051 times
Last edited by Cablenexus on Wed May 30, 2018 8:31 pm, edited 2 times in total.
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first mod
THE TRIBES
At least the starting tribes we knew exist at start of Roman occupying (around 50BC) I want to add to the game. I will mix them with some of the tribes that are already in the game as
- Rome
- Germanic Tribes
- Celtic Tribes
- Gaul
And tribes I want to modify and give them their own shield and flag icon.
- Batavi
- Canifates
- Frisians
- Menapii
- Suebi
- Texuandri
Probably some minor tribes that exist only very early ingame
- Tencteri
- Usipetes
At least the starting tribes we knew exist at start of Roman occupying (around 50BC) I want to add to the game. I will mix them with some of the tribes that are already in the game as
- Rome
- Germanic Tribes
- Celtic Tribes
- Gaul
And tribes I want to modify and give them their own shield and flag icon.
- Batavi
- Canifates
- Frisians
- Menapii
- Suebi
- Texuandri
Probably some minor tribes that exist only very early ingame
- Tencteri
- Usipetes
Re: [Modding] Creating my first mod
I really look forward to see the results!
Btw. in the "wishlist" is one functionality you might find interesting. I would like to implement a "carpet" flat overlay of terrain where you can set whatever image you want.
This can simplify the map creation in editor. Basically you use the map (which you just uploaded) as the carpet so you can see where should you set the sea and where should be the land.
I also have a tool which creates a map directly from an image but it is not that user friendly. What I can do is to try create the map from the map if you want. Let me know. It should not take long
Btw. in the "wishlist" is one functionality you might find interesting. I would like to implement a "carpet" flat overlay of terrain where you can set whatever image you want.
This can simplify the map creation in editor. Basically you use the map (which you just uploaded) as the carpet so you can see where should you set the sea and where should be the land.
I also have a tool which creates a map directly from an image but it is not that user friendly. What I can do is to try create the map from the map if you want. Let me know. It should not take long
Re: [Modding] Creating my first mod
Btw. the "thing" you are about to create is not a mod but scenario. Mod would modify units, rules, governments, technologies, resources, terrains, ect. It is also possible to do it (and still relatively easy) but lets start with the scenario:)
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first mod
OBJECTIVES
I want to try to make use of certain events taking place or even to add some objectives on specific dates in history.
The game takes place from 50 BC to 400 AD.
There is a custom map
There are custom tribes
The first turn is the first turn before all the terrain near the Rhyne is captured. Roman watchtowers, some workers/soldiers to the north allowed to have some farms on plain land, tribes in the north with a few resources for trading. Horses, Iron and bronze only in the south where is Roman Empire.
Player must be able to play every tribe
I use this article as an historic guideline for tribes, events taken place, wars etc
https://medium.com/@ceesroffelsen/histo ... ee386016e4
And all kind of Wiki articles that mention any of the smaller tribes
PRIO 1
Custom Map of Holland
Adding 6 custom tribe Flags and Capitol icons
Creating an historical accurate army position, watchtower position, terrain, Rhyne and tribe cities on the map
PRIO 2 (I start this only if I am able to finish PRIO 1)
Add accurate Army names
Add flavor text to nations (from Wikipedia or other sources)
Add events and/or objectives on certain dates
PRIO 3
Give Army models custom shields
Add accurate city names
Add a map in pdf/jpeg file or ingame picture
Make new tribes playable on RNG map
PRIO 4
Customize some of the resources to trade
Customize the sea/land transition texture on terrain
Add a custom sound file in Dutch for unit selection
Add custom 2D artwork
I want to try to make use of certain events taking place or even to add some objectives on specific dates in history.
The game takes place from 50 BC to 400 AD.
There is a custom map
There are custom tribes
The first turn is the first turn before all the terrain near the Rhyne is captured. Roman watchtowers, some workers/soldiers to the north allowed to have some farms on plain land, tribes in the north with a few resources for trading. Horses, Iron and bronze only in the south where is Roman Empire.
Player must be able to play every tribe
I use this article as an historic guideline for tribes, events taken place, wars etc
https://medium.com/@ceesroffelsen/histo ... ee386016e4
And all kind of Wiki articles that mention any of the smaller tribes
PRIO 1
Custom Map of Holland
Adding 6 custom tribe Flags and Capitol icons
Creating an historical accurate army position, watchtower position, terrain, Rhyne and tribe cities on the map
PRIO 2 (I start this only if I am able to finish PRIO 1)
Add accurate Army names
Add flavor text to nations (from Wikipedia or other sources)
Add events and/or objectives on certain dates
PRIO 3
Give Army models custom shields
Add accurate city names
Add a map in pdf/jpeg file or ingame picture
Make new tribes playable on RNG map
PRIO 4
Customize some of the resources to trade
Customize the sea/land transition texture on terrain
Add a custom sound file in Dutch for unit selection
Add custom 2D artwork
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first mod
Hi,pavelk wrote:Btw. the "thing" you are about to create is not a mod but scenario. Mod would modify units, rules, governments, technologies, resources, terrains, ect. It is also possible to do it (and still relatively easy) but lets start with the scenario:)
I read your respons regarding my plan after I posted my PRIO list. Let's call it a scenario indeed. Maybe it can turn into a MOD in the future.
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first scenario
- First steps for the Custom Menapii Tribe:
- Attachments
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- MenapiiTribe.jpg (187.85 KiB) Viewed 2031 times
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first scenario
Some Work in progress for the map and tribes that will be in the scenario.
- edit -
Celts, Germanic Tribes and Gaul have wrong position on this map.
- edit -
Celts, Germanic Tribes and Gaul have wrong position on this map.
- Attachments
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- Holland 50 BC_WIP.jpg (161.46 KiB) Viewed 2025 times
Last edited by Cablenexus on Thu May 31, 2018 2:24 pm, edited 1 time in total.
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first scenario
And trying to find the right symbols for Coat of Arms and Flags.
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- flags.jpg (89.27 KiB) Viewed 2025 times
Re: [Modding] Creating my first scenario
Nice progress. The terrain map is exactly how correct input for the map builder looks like.
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first scenario
To show progress I resized the original map image by 1000%pavelk wrote:Nice progress. The terrain map is exactly how correct input for the map builder looks like.
Here is the original image
- Attachments
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- mapsmall.png (2.71 KiB) Viewed 2014 times
Re: [Modding] Creating my first scenario
I can create a map from that but I need to know what should be the white terrain
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first scenario
I paint it pixel by pixel now, It is not finished.pavelk wrote:I can create a map from that but I need to know what should be the white terrain
I just wanted to know if the smallest pixel image is enough to use as a map base.
Also I can "alter" the tiles afterwards I suppose.
Re: [Modding] Creating my first scenario
Absolutely. This is exactly what is needed to generate map with Map bulder. However it is really huge - 89x89 tiles.Cablenexus wrote:I paint it pixel by pixel now, It is not finished.
I just wanted to know if the smallest pixel image is enough to use as a map base.
Btw. the map builder also accepts another "layers" of the map. Once you finish the terrain, you can create another layer (transparent PNG file) and "paint" the pixels with the player colour. This way it will recognize who is the owner.
It also accept the transparent pictures with black dots - this can be taken as cities.
Although the ownership and cities might be easier to add directly in the editor.
AbsolutelyCablenexus wrote:Also I can "alter" the tiles afterwards I suppose.
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first scenario
The map and the tile colors:
Everything in transparant will be owned by no one?
Yes, it's huge. Is it possible? Frisii for example had a lot of smaller tribes (max 20 houses) so I need place for smaller towns on the islands in the North.
There are also a lot of nations here, and the Romes has 14 forts around the Rhyne line.
Everything in transparant will be owned by no one?
Yes, it's huge. Is it possible? Frisii for example had a lot of smaller tribes (max 20 houses) so I need place for smaller towns on the islands in the North.
There are also a lot of nations here, and the Romes has 14 forts around the Rhyne line.
- Attachments
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- Holland50BC.png (2.52 KiB) Viewed 2006 times
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- legenda.png (9.73 KiB) Viewed 2006 times
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first scenario
Trying to add a custom shield to my Menapii Peltas unit.
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- custshield.jpg (391.53 KiB) Viewed 2000 times
Re: [Modding] Creating my first scenario
Ok, here is how it looks like:
Re: [Modding] Creating my first scenario
And here is the actual map:
It is really huge. There seems to be some kind of bug causing CTD, but when you run the game on lower details it works.
It is really huge. There seems to be some kind of bug causing CTD, but when you run the game on lower details it works.
Re: [Modding] Creating my first scenario
What I suggest to do is to wait for the new build V3, load the game and once done, save it as a scenario.
I alredy had to add two players because otherwise the game would be marked as "ended".
The map generated from Map builder can have issues (I cannot guarantee it because it hasnt been used for years).
Here is the save file
I alredy had to add two players because otherwise the game would be marked as "ended".
The map generated from Map builder can have issues (I cannot guarantee it because it hasnt been used for years).
Here is the save file
- Attachments
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- holland.ag.zip
- Holland save
- (139.64 KiB) Downloaded 44 times
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- Sr. Colonel - Battleship
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Re: [Modding] Creating my first scenario
And attempt 2 to make a more realistsic shield for unit model.
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- realarmymenapii.jpg (186.21 KiB) Viewed 1999 times