Search found 108 matches

by dejvid2
Thu Nov 01, 2018 4:51 pm
Forum: Aggressors Modding
Topic: willingnessOfSubordination
Replies: 3
Views: 2049

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: 2049

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: 5693

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: 3090

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: 5693

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 m...
by dejvid2
Tue Oct 30, 2018 8:58 pm
Forum: Aggressors: Ancient Rome
Topic: Requests/Suggestions Thread
Replies: 26
Views: 5693

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: 3090

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: 3090

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: 5693

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: 5693

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: 3729

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=&q...
by dejvid2
Sat Oct 27, 2018 9:22 am
Forum: Aggressors: Ancient Rome
Topic: Resourse rich or resourse poor.
Replies: 9
Views: 2487

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...
by dejvid2
Fri Oct 26, 2018 3:11 pm
Forum: Aggressors Modding
Topic: Fisheries terrain mod
Replies: 7
Views: 3729

Fisheries terrain mod

I am posting this with two aims. First because I need help and second because it might be helpful to other modders to see the steps I have taken. Hence it is probably a little longer than it really needs to be for those who understand modding sufficiently to answer my question. So apologies to them ...
by dejvid2
Thu Oct 25, 2018 4:10 pm
Forum: Aggressors: Ancient Rome
Topic: Resourse rich or resourse poor.
Replies: 9
Views: 2487

Re: Resourse rich or resourse poor.

What prompted me to start this thread was playtesting my Peloponnese scenario where not only was I lacking in food but so were the AI players who were offering me huge bribes to get me to give up the little food I had. I'll be careful to follow the suggestion that if I concentrate resources in speci...
by dejvid2
Wed Oct 24, 2018 11:27 am
Forum: Aggressors: Ancient Rome
Topic: Resourse rich or resourse poor.
Replies: 9
Views: 2487

Resourse rich or resourse poor.

Do people prefer to play Aggressors with plenty of resources or do they prefer the challenge of very few resources. Related to that do people prefer the resources to be well distributed or do they prefer that some states are able to corner the market in some resources so making trade essential. I as...
by dejvid2
Mon Oct 22, 2018 6:21 pm
Forum: Aggressors: Ancient Rome
Topic: Random Event 'Features'
Replies: 8
Views: 2038

Re: Random Event 'Features'

It's best new countries as completely new. If a country has been eliminated then a new state will be created when discontent rises to a certain level. It then just takes over the label the eliminated faction had. I agree 100% with your second point. The game needs show the extent of a new faction be...
by dejvid2
Mon Oct 22, 2018 6:12 pm
Forum: Aggressors: Ancient Rome
Topic: Building trust.
Replies: 6
Views: 1844

Re: Building trust.

Cablenexus wrote: Sun Oct 21, 2018 8:42 am
(This is for example why a trade relation over many turns can pay out. You build turn by turn on the relationship).
But if they are refusing to make cities visible then you can't even trade with them.
by dejvid2
Mon Oct 22, 2018 6:02 pm
Forum: Aggressors Modding
Topic: Peloponnese scenario
Replies: 7
Views: 3240

Re: Peloponnese scenario

I have uploaded an new version of my Peloponnese scenario here: http://kart-hadasht.co.uk/game/aggressors/peloponesesmall.php I have also finally got onto steam and uploaded it there but it won't let me change the visibility setting so it is currently on friends only. Is there some kind of vetting s...
by dejvid2
Tue Oct 16, 2018 8:51 pm
Forum: Aggressors Modding
Topic: Peloponnese scenario
Replies: 7
Views: 3240

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?
by dejvid2
Tue Oct 16, 2018 9:46 am
Forum: Aggressors Modding
Topic: distance of new cities from old
Replies: 7
Views: 3343

Re: distance of new cities from old

Take a look in the scenario.ag file of the original Ancient Med. scenario to get an idea how the citynames are setup: <unitNames> <unitNames> <UnitNameMemento name="Baelo Claudia" positionRange="1" modelIds="1"> <position x="7" y="20" /> </UnitNameM...

Go to advanced search