Search found 733 matches

by Cablenexus
Tue Nov 13, 2018 7:50 pm
Forum: Aggressors Modding
Topic: [MOD] Alexander the Great
Replies: 28
Views: 2827

Re: [MOD] Alexander the Great

The city of Mesh was actually an experiment to test different kind of cities. It should not be used (yet), I didn't noticed it showed up there earlier, I will try to delete it next update.

I suppose the white area is a neighbouring faction?
by Cablenexus
Fri Nov 02, 2018 8:21 pm
Forum: Aggressors: Ancient Rome
Topic: Steam Announcement for Dev Stream
Replies: 3
Views: 590

Steam Announcement for Dev Stream

Today I did not received the announcement for the stream by Steam notification. I asked in the stream and nobody responded that they received it either. The amount of viewers normally is around 60 - 100 viewers, today it was not reaching 30 viewers. I feel bad for the small developer team who is wor...
by Cablenexus
Wed Oct 31, 2018 9:13 pm
Forum: Aggressors: Ancient Rome
Topic: Cavalry.
Replies: 12
Views: 1031

Re: Cavalry.

Cavalry is also usefull when you have multiple units on a tile to attack an enemy unit and the enemy unit moves back one tile, the other units are pretty useless that turn, but the cavalry can still follow them...
by Cablenexus
Wed Oct 31, 2018 9:10 pm
Forum: Aggressors: Ancient Rome
Topic: Diplomacy.
Replies: 9
Views: 1014

Re: Diplomacy.

In my experience this is a good approach, but I think you also have to look at it from the AI players side. What can they use from you? Not only what you want from them. The AI is pretty capable of knowing what they want so if you offer something they can use (map exchange if you know lot's of terri...
by Cablenexus
Sun Oct 28, 2018 3:34 pm
Forum: Aggressors Modding
Topic: Fisheries terrain mod
Replies: 7
Views: 992

Re: Fisheries terrain mod

Thank you Cablenexus for a very complete reply My error was to assume that <TerrainBehaviorMemento movementConsume="1" attackBonus="0" defenseBonus="0" silentMovementConsume="-1" terrain="121" railMovementConsume="-1" roadMovementConsume="-1" movementConsumePercentage="0" attackBonusPercentage="0" ...
by Cablenexus
Sun Oct 28, 2018 2:27 am
Forum: Aggressors Modding
Topic: Fisheries terrain mod
Replies: 7
Views: 992

Re: Fisheries terrain mod

Last ;-) To have a nice description and name for terrain (instead of terrain.FISHERY) you need the Resourcetextfile. you have to add: <data name="Terrains.FISHERY" xml:space="preserve"> <value>Super Fertile Sea Tile</value> </data> Remember that if you make your own resourcetext file for your mod yo...
by Cablenexus
Sun Oct 28, 2018 2:18 am
Forum: Aggressors Modding
Topic: Fisheries terrain mod
Replies: 7
Views: 992

Re: Fisheries terrain mod

Some notes: - Adding new terrain is pretty advanced and it affects a lot. There is also not enough space in the terrain bitmap file to add many new terrain types. Your new terrain also needs an image, and I suggest you use bitmapindex 13 for it: <TerrainPropertiesMemento id="11" name="Terrains.FISHE...
by Cablenexus
Sun Oct 28, 2018 2:10 am
Forum: Aggressors Modding
Topic: Fisheries terrain mod
Replies: 7
Views: 992

Re: Fisheries terrain mod

In addition to my previous post, do not use ID 11, it's better use something like 111 or 21 or so. 11 might be used by the devs in the future.
This is a general (unwritten) rule for all the parts you eventually add (units, behaviors etc)

Now for the boat:
fishery3.jpg
fishery3.jpg (547.57 KiB) Viewed 962 times
by Cablenexus
Sun Oct 28, 2018 1:23 am
Forum: Aggressors Modding
Topic: Fisheries terrain mod
Replies: 7
Views: 992

Re: Fisheries terrain mod

Hi, My first suggestion is never make something more difficult then it is. Many times some minor changes at first sight, will influence other area's you are not aware of. I would say, stay away from altering functionallity that is not 100% necessary or you know 100% what you are doing. That said: - ...
by Cablenexus
Fri Oct 26, 2018 2:52 pm
Forum: Game Ideas
Topic: War Game Construction Set
Replies: 1
Views: 1014

Re: War Game Construction Set

Hi, I just see your post and I think the idea is great. About a month ago, Aggressors: Ancient Rome is released and besides it is a very fun to play strategy game it offers the most flexible content editor I experienced so far. The game is very open to modifications. You can simply alter all the gra...
by Cablenexus
Wed Oct 24, 2018 10:02 pm
Forum: Aggressors Modding
Topic: [Release]Holland -Battle over Rhenus 50 B.C.
Replies: 153
Views: 6480

Re: [Release]Holland -Battle over Rhenus 50 B.C.

Playing Bructeri third time, EASY, with their northern enemy the Chauci on NOOB. Made it through the early wars with the Chauci and have built up the Bructeri well. I wonder if this mod has a higher pop cost for building nomads than the Ancient Med mod. it will bring a size 3 city to size 1 if I bu...
by Cablenexus
Sun Oct 21, 2018 5:28 pm
Forum: Aggressors Modding
Topic: [MOD] Alexander the Great
Replies: 28
Views: 2827

Re: [MOD] Alexander the Great

1st turn, achieved two objectives: 1) defeat the palisade of carts (nice historical flavor objective!) 2) achieved the 'gather 60 food,' because the game starts with 100. For this objective to be meaningful, should probably start with less than 60. Then next turn they'll lose half of that, putting ...
by Cablenexus
Sun Oct 21, 2018 2:25 pm
Forum: Aggressors: Ancient Rome
Topic: Stack opening.
Replies: 4
Views: 531

Re: Stack opening.

There are actually 3 methods to select a unit within a stack.
See the UI help (second alinea)

I like to use leftclick while rightclicking on a stack myself the most to bring up the selector.

viewtopic.php?f=519&t=88125
by Cablenexus
Sun Oct 21, 2018 8:42 am
Forum: Aggressors: Ancient Rome
Topic: Building trust.
Replies: 6
Views: 630

Re: Building trust.

I take it 'trust' and 'attitude' are not the same. I get the same 'need more trust' message even though the attitude of the other nation towards mine is 100%. I think this is caused by two parameters. The short relation and the long relation. Even when your (or their) attitude is 100% it might be t...
by Cablenexus
Tue Oct 16, 2018 9:47 pm
Forum: Aggressors Modding
Topic: Peloponnese scenario
Replies: 7
Views: 906

Re: Peloponnese scenario

I had a go at this. I assumed that the key would be the number I needed to install Aggressors but the error came back as invalid. What is a Steam key? If you bought the game at Slitherine, they should provide you the Steam key. Sometimes the registration or serial key is the same as the Steam key. ...
by Cablenexus
Mon Oct 15, 2018 5:50 pm
Forum: Aggressors Modding
Topic: distance of new cities from old
Replies: 7
Views: 968

Re: distance of new cities from old

Hi dejvid2, Cablenexus was pretty much right in those answers. My aim is to discourage the AI from building cities and so the cities that are in play are the historical ones in their historical location as specified by the scenario. I am not sure I understand what you mean by "cities that are in pl...
by Cablenexus
Mon Oct 15, 2018 5:34 pm
Forum: Aggressors Modding
Topic: [MOD] Alexander the Great
Replies: 28
Views: 2827

Re: [MOD] Alexander the Great

thanks I made it available for you (and others) to try out. Only playing as Macedon makes sense for the moment. They have a set of objectives that should keep you busy for the first two years. 336 BC till 334 BC when the real battles start. I prefer everyone use Steam Workshop to download the scena...
by Cablenexus
Sun Oct 14, 2018 9:34 pm
Forum: Aggressors: Ancient Rome
Topic: UI tips for newcomers
Replies: 2
Views: 1527

Re: UI tips for newcomers

- Right click any flag on the political map to see the attitude and relations of other players towards each other. - Select a city and right click once and mouse over the city banner to what the city exactly yields. - Left-clicking the 3D model of the map object in the lower right corner brings up t...
by Cablenexus
Sun Oct 14, 2018 9:20 pm
Forum: Aggressors Modding
Topic: distance of new cities from old
Replies: 7
Views: 968

Re: distance of new cities from old

I want to increase the distance that a settler has to be from the existing cities before a city can be founded. My aim is to discourage the AI from building cities and so the cities that are in play are the historical ones in their historical location as specified by the scenario. First of all, I d...
by Cablenexus
Sun Oct 14, 2018 2:41 pm
Forum: Aggressors Modding
Topic: [MOD] Alexander the Great
Replies: 28
Views: 2827

Re: [MOD] Alexander the Great

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.

Go to advanced search