[MOD] Alexander the Great

Cablenexus
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[MOD] Alexander the Great

Post by Cablenexus »

Hi,

I released a very early alpha version of my Great Battles of Alexander in Persia map.

- 24 turns per year
- 336 BC to 323 BC
- 48 playable factions
- Unique flags and coats of arms
- New desert terrain
- 144 x 69 size map of Mediterranea to India

Feedback I ask for:

- How is the performance?
- In what year do you have a significant army (32.000 foot soldiers and 5100 cavalry) to start conquering Persis?

- Do you have any suggestions for better faction names and city names?
- Are there significant factions missing?

- Everything else you want to comment on.

My goal is after collecting enough feedback to continue. Things to do:

- Visibility at start
- Resources finetuning
- Unique armylists
- New resources
- Objectives and winning conditions

Thank you for playing and enjoy!

DOWNLOAD MOD HERE:

https://steamcommunity.com/sharedfiles/ ... 1529830922

wallpaperorg.jpg
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Last edited by Cablenexus on Thu Oct 04, 2018 3:07 pm, edited 4 times in total.
zakblood
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Re: [MOD] Alexander the Great

Post by zakblood »

thanks as always for the work and share :wink:
gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner »

The action highlights transparency never changes when I move the slider. This is at 0%
Attachments
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Last edited by gwgardner on Sat Oct 06, 2018 4:45 pm, edited 1 time in total.
gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner »

Fabulous mod. Don't mind my small comments on graphics. You know from experience I have zero fine arts taste.

To me the plains tile graphic looks like dried mud flats.
Cablenexus
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Re: [MOD] Alexander the Great

Post by Cablenexus »

gwgardner wrote: Sat Oct 06, 2018 4:45 pm Fabulous mod. Don't mind my small comments on graphics. You know from experience I have zero fine arts taste.

To me the plains tile graphic looks like dried mud flats.
You are right, the name should be changed. It's correct they are not plains. It's some half plain/half desert tile. Dried mud indeed.
gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner »

Currently this scenario has all the factions pretty much on a par at startup, eg Macedonia has neighbors which are almost if not the same power. That should result in a great game experience, but not necessarily approaching an historical outcome. A mistake or two by the human player as Macedonia at the start, and the neighboring AI countries could crush it. Or most of the early years could be spent simply with Macedonia competing rather equally for a share of the pie in Greece.

IF, and only IF, you are intending to recreate Alexander's triumph, I'd think you should:

1) have Macedonia start off with perhaps an elite unit or two;
2) have Macedonia's neighbors start confederated with Macedonia.
3) or have the neighbors start off EASY difficulty, ie aggressiveness low.

Same could be said for the Persians: start them out confederated with their provinces (represented by those many factions in their historical control)
gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner »

It's easy to suggest things, when not doing any of the work, so:

1) have the current scenario, which is generally a free-for-all, you could never really predict which faction would come out on top;

2) have another scenario for the same mod with the historical weights towards Macedonia and to a lesser extent Persia.
gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner »

I had to replace RoundCursor with the open circle one to be able to see things.
gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner »

It's a great mod/scenario. I'm having fun just going around trying various countries, dabbling. Like the grand ole classic, Ancient Mediterranean, there are practically unlimited possibilities for this one.
Cablenexus
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Re: [MOD] Alexander the Great

Post by Cablenexus »

Hi Gwgardner,

I pubished the scenario with almost the same settings as a general random map. Except that mine have unique tribes, a huge map, new terrain and other assets etc.

The real balancing, finetuning and objectives are just about to begin:

The scenario now starts in 336 BC. There are 36 turns every year. The first two years it's up to the player to build the historical army of 30.000 men and 5100 cavalry before it can start to invade minor Asia.

In the meantime there are objectives now. For example one of the somewhat easier objectives will be to slay down the rebels (palaside of carts) in Thrace and aftewards make peace with them and try to get an homeland movement treaty to reach Byzantium.

Just an example of what I'm doing now.
gwgardner
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Re: [MOD] Alexander the Great

Post by gwgardner »

Gets better and better. I await your changes with bated breath ... well, not really. But with interest, for sure.
Cablenexus
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Re: [MOD] Alexander the Great

Post by Cablenexus »

gwgardner wrote: Sun Oct 07, 2018 4:58 pm Gets better and better. I await your changes with bated breath ... well, not really. But with interest, for sure.
Thank you, and before I forget I really like the feedback always, don't worry on how much work it is, it's always very useful and most of the time also a great reminder of what to do next instead of keep focussing on a single issue, probably only I see myself. Thank you for that.
michacey
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Re: [MOD] Alexander the Great

Post by michacey »

Enjoying the mod so far. One question, is the terrain assigned randomly? I ask because I was surprised to fine two desert tiles next to the city of Rome. Really love the scope of this huge mod.
Cablenexus
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Re: [MOD] Alexander the Great

Post by Cablenexus »

michacey wrote: Fri Oct 12, 2018 5:38 pm Enjoying the mod so far. One question, is the terrain assigned randomly? I ask because I was surprised to fine two desert tiles next to the city of Rome. Really love the scope of this huge mod.
Thank you. Don't expect too much yet. Relations, objectives and everything are not set yet. It's in heavy development atm. Will upload a new version soon.
Here you can see an example of what I'm doing atm:
exampleobjectives.jpg
exampleobjectives.jpg (684.14 KiB) Viewed 5916 times
The terrain is not randomly assigned. I used an early version of the map builder. I took a (real) map image of that time which should represent the height. It's converted to 10 colors the original terrain uses. Probably there are some places where should be dry plains or grass instead of desert, I will have to check this again. Thank you for noticing it. (Map has 9990+ squares atm, so it's a bit tricky to start edit them one by one ;-)
michacey
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Re: [MOD] Alexander the Great

Post by michacey »

Thanks, I understand that this must be a huge undertaking. Another thing that I noticed today is that when I go to the library and click on a unit, the game crashes. Keep up the great work.
Cablenexus
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Re: [MOD] Alexander the Great

Post by Cablenexus »

michacey wrote: Fri Oct 12, 2018 9:18 pm Thanks, I understand that this must be a huge undertaking. Another thing that I noticed today is that when I go to the library and click on a unit, the game crashes. Keep up the great work.
Thank you for reproting this. I see for me this happens when clicking units in the Map Items sub tab. As soon as clicking a unit the game crash.

I will investigate.

-EDIT-

You are right, it has something to do with the calculation cost for the units movement on the 11th terrain (the game border) I added.
The official fix will be in the next patch, I will add a workaround eventually.
Cablenexus
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Re: [MOD] Alexander the Great

Post by Cablenexus »

Alexander MOD updated

- Fixed an issue in Aggressors Library where the new terrain movement costs was not bound to units.
TimDee58
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Re: [MOD] Alexander the Great

Post by TimDee58 »

is this available only on steam?
Cablenexus
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Re: [MOD] Alexander the Great

Post by Cablenexus »

TimDee58 wrote: Sun Oct 14, 2018 3:25 am is this available only on steam?
At the moment it is. When the balancing part and the resources are setup I will provide a dropbox link.
I will let you know in the forums.
TimDee58
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Re: [MOD] Alexander the Great

Post by TimDee58 »

thanks
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