Search found 76 matches

by dejvid2
Fri Nov 16, 2018 7:40 pm
Forum: Aggressors: Ancient Rome
Topic: Diplomacy.
Replies: 9
Views: 851

Re: Diplomacy.

I do like the diplomatic hit you get from conducting dishonorable military actions (ie staving a city into surrender) but you can end up doing this by accident. Yes I agree. It would probably be better to have another unit action called "siege city" in the action bar. Yes, make it a button would do...
by dejvid2
Tue Nov 13, 2018 12:07 pm
Forum: Aggressors: Ancient Rome
Topic: Diplomacy.
Replies: 9
Views: 851

Re: Diplomacy.

Maybe you are doing sieges? Btw. once you hover over the "Attitude" bar in diplomacy window , you will see what are the affectors of that particular relation. I do like the diplomatic hit you get from conducting dishonorable military actions (ie staving a city into surrender) but you can end up doi...
by dejvid2
Tue Nov 13, 2018 11:43 am
Forum: Aggressors: Ancient Rome
Topic: potpourri on a few gameplay aspects
Replies: 7
Views: 780

Re: potpourri on a few gameplay aspects

Some folks have commented that "food is too easy" as a resource. I agree in 50%. At beginning of game, it is challenging (so I disagree). Try the Germans! It's challenging for small countries without rivers and grasslands. It's challenging for countries without cultivation. In other cases (so I agr...
by dejvid2
Tue Nov 13, 2018 11:35 am
Forum: Aggressors: Ancient Rome
Topic: potpourri on a few gameplay aspects
Replies: 7
Views: 780

Re: potpourri on a few gameplay aspects

I too like to get involved in developing my cities and wish there were more options for seeing the state of one's cities. It would be nice if when you click on a city a lager window was displayed with more info rather than the standard tiny window in the bottom right corner (without the need to hit...
by dejvid2
Mon Nov 12, 2018 5:38 pm
Forum: Aggressors: Ancient Rome
Topic: potpourri on a few gameplay aspects
Replies: 7
Views: 780

Re: potpourri on a few gameplay aspects

First, I love this game. I have been playing daily for about 30 days. So, here is how I could love the game even more --- 1. Quality of life - there is no filter to see which cities have which structures. What I end up doing is renaming all of my cities, e.g., "Roma - DT" to indicate it has a Defen...
by dejvid2
Wed Nov 07, 2018 9:39 pm
Forum: Aggressors Modding
Topic: Download: Peloponnese scenario with fisheries
Replies: 0
Views: 359

Download: Peloponnese scenario with fisheries

You can download my latest version of Peloponnese scenario with fisheries (which mitigates though doesn't entirely remove the food shortages of my first version) here:
http://kart-hadasht.co.uk/game/aggresso ... heries.php
by dejvid2
Sat Nov 03, 2018 6:26 pm
Forum: Aggressors: Ancient Rome
Topic: Requests/Suggestions Thread
Replies: 26
Views: 1764

Re: Requests/Suggestions Thread

Lets say the Gauls are at war with Athens. They are at war because that is the default state and neither have got round to agreeing to a peace. Is the AI able to grasp that as none of their troops have crossed swords with Athens they have no reason to care whether or not Pergamon (for example) is a...
by dejvid2
Fri Nov 02, 2018 12:56 pm
Forum: Aggressors: Ancient Rome
Topic: Requests/Suggestions Thread
Replies: 26
Views: 1764

Re: Requests/Suggestions Thread

As I understand it, it is planned to enable players to mod the AI by writing their own dll files. I also gather that for the moment, improvements in the AI are likely to be tweaks, in which one or other factor is given extra weight. (And given there are a lot of things on the to-do list this is like...
by dejvid2
Thu Nov 01, 2018 4:51 pm
Forum: Aggressors Modding
Topic: willingnessOfSubordination
Replies: 3
Views: 403

Re: willingnessOfSubordination

Thanks for the very quick reply. This is not the sort thing that is easy to find out through trial and error so very much appreciated.
by dejvid2
Thu Nov 01, 2018 4:22 pm
Forum: Aggressors Modding
Topic: willingnessOfSubordination
Replies: 3
Views: 403

willingnessOfSubordination

This is from the Holland mod thread Cablenexus wrote:If I want them to be a vassal of Rome quickly I set their willingness to a number of max 1? This is a coefficient, not percentage. This coefficient multiplies the weight how much the player wants to join the other one as member not master. You can...
by dejvid2
Thu Nov 01, 2018 2:11 pm
Forum: Aggressors: Ancient Rome
Topic: Requests/Suggestions Thread
Replies: 26
Views: 1764

Re: Requests/Suggestions Thread

We still cannot afford to hire another developer which would be a huge help, that is also the reason why any kind of support (visibility or reviews which would increase sales) would make it easier in the future. Point taken. I do recognize that getting AI human like would be monumental task. But be...
by dejvid2
Wed Oct 31, 2018 3:51 pm
Forum: Aggressors: Ancient Rome
Topic: Cavalry.
Replies: 12
Views: 852

Re: Cavalry.

When I wrote siege I meant assault against fortifications rather than staving a city into surrender (which I never do now as the diplomatic hit is too great) but I agree with your other points.
by dejvid2
Wed Oct 31, 2018 3:11 pm
Forum: Aggressors: Ancient Rome
Topic: Requests/Suggestions Thread
Replies: 26
Views: 1764

Re: Requests/Suggestions Thread

Even though Ptolemy and the Seleucids are fighting a bitter war both have declared war against me. Unprovoked. Both are saying "There shall be war" when I offer peace. For the moment I am not doing too badly as they are too busy fighting each other to send more than token forces against me. No huma...
by dejvid2
Tue Oct 30, 2018 8:58 pm
Forum: Aggressors: Ancient Rome
Topic: Requests/Suggestions Thread
Replies: 26
Views: 1764

Re: Requests/Suggestions Thread

I assume you know that if you hover the mouse over attitude you get a list of reasons they like/dislike you. Often this will give you a good idea of what went wrong. But not always. What really doesn't make sense is when the AI decides to fight a war against you when you are fighting their enemy. I...
by dejvid2
Tue Oct 30, 2018 4:02 pm
Forum: Aggressors: Ancient Rome
Topic: Cavalry.
Replies: 12
Views: 852

Re: Cavalry.

Thanks. There would be a case for making it hard to use cavalry in siege but I think you made right choice to keep it simple.
by dejvid2
Mon Oct 29, 2018 9:49 pm
Forum: Aggressors: Ancient Rome
Topic: Cavalry.
Replies: 12
Views: 852

Re: Cavalry.

Does this apply also when attacking fortified infantry in a city or do cavalry have a penalty for when they are sent against fortification?
by dejvid2
Mon Oct 29, 2018 9:36 pm
Forum: Aggressors: Ancient Rome
Topic: Requests/Suggestions Thread
Replies: 26
Views: 1764

Re: Requests/Suggestions Thread

I assume you know that if you hover the mouse over attitude you get a list of reasons they like/dislike you. Often this will give you a good idea of what went wrong. But not always.
What really doesn't make sense is when the AI decides to fight a war against you when you are fighting their enemy.
by dejvid2
Mon Oct 29, 2018 6:30 pm
Forum: Aggressors: Ancient Rome
Topic: Requests/Suggestions Thread
Replies: 26
Views: 1764

Re: Requests/Suggestions Thread

With a city like Ephesus that is on a peninsular it is impossible to attack it without putting it under siege - and getting the hit from dishonourable actions. Would I be possible to only trigger the dishonourable actions if you actually capture the city using siege or at least besiege it for severa...
by dejvid2
Sun Oct 28, 2018 2:29 pm
Forum: Aggressors Modding
Topic: Fisheries terrain mod
Replies: 7
Views: 629

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" d...
by dejvid2
Sat Oct 27, 2018 9:22 am
Forum: Aggressors: Ancient Rome
Topic: Resourse rich or resourse poor.
Replies: 9
Views: 725

Re: Resourse rich or resourse poor.

The best Civilization was the first. It was well designed with two clear conflicting routes to victory. Later versions weren't so much complex as bloated. Aggressors is likely to avoid that trap because the intended sequels will be adapting the system to different areas rather than piling on more of...

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