Search found 108 matches
- Fri Jan 31, 2020 9:50 pm
- Forum: Aggressors Modding
- Topic: Central Aegean Scenario
- Replies: 5
- Views: 3072
Re: Central Aegean Scenario
I have just uploaded the latest version of this scenario. Now most of the city states have appropriate flags (from coins when I could find them but sometimes I've had to be a bit more inventive) and appropriate images for the diplomacy screen. I have also made some minor tweaks with the map and such...
- Mon Dec 30, 2019 1:55 pm
- Forum: Aggressors Modding
- Topic: change culture of player
- Replies: 3
- Views: 1894
Re: change culture of player
How do you change the culture of a player in a scenario? Look into playerModelAvailabilities element for each player. To be precise - there is no such a thing as culture of a player. You can mix it per your liking. So you can have a state like Parthia which had excellent cavalry but only levy infan...
- Fri Dec 27, 2019 7:21 pm
- Forum: Aggressors Modding
- Topic: change culture of player
- Replies: 3
- Views: 1894
change culture of player
How do you change the culture of a player in a scenario?
That is to say enable the player to build hoplites instead of axemen (for example)
That is to say enable the player to build hoplites instead of axemen (for example)
- Sat Nov 30, 2019 7:04 pm
- Forum: Aggressors Modding
- Topic: Central Aegean Scenario
- Replies: 5
- Views: 3072
Re: Central Aegean Scenario
Given your has prompted me to do some more work on it and am now working proper flags and player images.
Let me know of any tweaks you think this scenario needs.
Let me know of any tweaks you think this scenario needs.
- Mon Nov 25, 2019 7:37 pm
- Forum: Aggressors: Ancient Rome
- Topic: size of scenarios
- Replies: 5
- Views: 2729
- Sun Nov 10, 2019 12:46 pm
- Forum: Aggressors Modding
- Topic: Central Aegean Scenario
- Replies: 5
- Views: 3072
Central Aegean Scenario
I have just done a Central Aegean Scenario. It is larger than my usual scenarios but as it is mostly water it is still of a quite manageable size:
http://kart-hadasht.co.uk/game/aggressors/aegean.php
http://kart-hadasht.co.uk/game/aggressors/aegean.php
- Mon Nov 04, 2019 11:18 pm
- Forum: Aggressors Modding
- Topic: Download: Peloponnese scenario with fisheries
- Replies: 1
- Views: 2051
Re: Download: Peloponnese scenario with fisheries
I have now added victory points to my Peloponnese scenario:
http://kart-hadasht.co.uk/game/aggresso ... heries.php
http://kart-hadasht.co.uk/game/aggresso ... heries.php
- Sat Nov 02, 2019 10:05 pm
- Forum: Aggressors: Ancient Rome
- Topic: size of scenarios
- Replies: 5
- Views: 2729
size of scenarios
What is the size of scenario you prefer? For me the standard Med scenario at 87x44 is the upper limit but I prefer smaller ones of around 30x30. Yet many of the scenarios are far larger than the standard Med scenario and from the comments on this forum it seems that this is not just the preference o...
- Sat Nov 02, 2019 9:34 pm
- Forum: Aggressors AARs
- Topic: Never give up (Hibernia - Roman Britain)
- Replies: 2
- Views: 2688
- Fri Nov 01, 2019 4:07 pm
- Forum: Aggressors AARs
- Topic: Never give up (Hibernia - Roman Britain)
- Replies: 2
- Views: 2688
Never give up (Hibernia - Roman Britain)
This is a game I played as Hibernia with the official Roman Britain scenario. As Hivernia you start with a single city (Eblana aka Dublin) so I quickly build three more cities. Then disaster the Romans invaded and captured my southern most city and then offered peace. I accepted and built up my forc...
- Sat May 18, 2019 4:39 pm
- Forum: Aggressors: Ancient Rome
- Topic: Question on units inside cities
- Replies: 12
- Views: 2317
Re: Question on units inside cities
My understanding is that if they are being trained in a city then they contribute nothing, which seems a little extreme to me, as the men are there with their equipment and I'm sure they wouldn't site in their barracks or sit in the training arena doing nothing as the walls are being stormed. If a ...
- Mon May 13, 2019 4:07 pm
- Forum: Aggressors Modding
- Topic: points victory for scenarios
- Replies: 7
- Views: 3036
Re: points victory for scenarios
So the program expects there will be at least 1 bonus city and if there are none at all it crashes. I cannot tell you why it was crashing before (you would need to send me that ag file) but I can say for sure that this is not the reason. There is no mandatory rule to have at least one bonus city in...
- Sun May 12, 2019 8:40 pm
- Forum: Aggressors Modding
- Topic: points victory for scenarios
- Replies: 7
- Views: 3036
Re: points victory for scenarios
Hello dejvid, I am happy you are making progress on this but what do you mean that victory points map must have at least city? My first try had tiles with a points value of 2 or 1 except mountains and sea which are of course zero. It had no bonus cities. When I added a few like this 2[116=10] meani...
- Sun May 12, 2019 4:53 pm
- Forum: Aggressors Modding
- Topic: points victory for scenarios
- Replies: 7
- Views: 3036
Re: points victory for scenarios
SUCCESS! :D A victory point map must have at least one city This is for the official Roman invasion of Britain ( |2[116=10]| is the location of Londinium which had the id of 116 2 being what you get if Londinium has been destroyed): <properties> <doubles> <SerializableStringDoublePair key="winn...
- Mon May 06, 2019 8:08 pm
- Forum: Spartan & Gates of Troy
- Topic: Spartan Map Editor
- Replies: 16
- Views: 13149
Re: Spartan Map Editor
I think the link must have been temporarily down. It works now so give it another try.
- Mon May 06, 2019 6:16 pm
- Forum: Aggressors Modding
- Topic: Cyprus Scenario
- Replies: 2
- Views: 1863
Re: Cyprus Scenario
But Cyprus lacks coal so really you need to trade.
(Not that that should surprise you )
(Not that that should surprise you )
- Mon May 06, 2019 10:51 am
- Forum: Aggressors Modding
- Topic: points victory for scenarios
- Replies: 7
- Views: 3036
Re: points victory for scenarios
UPDATE: There also needs to be added after: <winningConditions> <gameConditions> this <GameConditionMemento type="WinningPointsGameCondition" id="1" afterWinAction="1" deactivationType="1" fulfilment="100" name="GameCondition.WinningPointsGameCo...
- Sun May 05, 2019 9:04 pm
- Forum: Aggressors: Ancient Rome
- Topic: Ptolemies never accept Athenian treaties
- Replies: 23
- Views: 7642
Re: Ptolemies never accept Athenian treaties
I agree there should be an extra cost proportionate to distance. My question was simply whether only one player knowing the route would increase those costs. But If the trade route exists. I'll happily pay the extra if you so decide.
- Sun May 05, 2019 1:51 pm
- Forum: Aggressors: Ancient Rome
- Topic: Ptolemies never accept Athenian treaties
- Replies: 23
- Views: 7642
Re: Ptolemies never accept Athenian treaties
I hadn't thought about the transport costs. Would there really be extra costs? But if you make the trading route possible, I'll be happy with whatever you decide on that score.
- Sun May 05, 2019 1:39 pm
- Forum: Aggressors Modding
- Topic: points victory for scenarios
- Replies: 7
- Views: 3036
points victory for scenarios
Looking at the default scenario I thought that using the visibility section as a guide it ought to be possible to edit my scenarios so that a points path to victory would exist. Unfortunately, when I generated a scenario and then run a game, the points victory doesn't appear. Is there somewhere othe...