Search found 98 matches

by dejvid2
Sun Oct 28, 2018 2:29 pm
Forum: Aggressors Modding
Topic: Fisheries terrain mod
Replies: 7
Views: 961

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: 845

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: 961

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: 845

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: 845

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: 718

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: 599

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: 891

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: 891

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: 945

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" /> </UnitNameMemento> In the short term, this is going to the mo...
by dejvid2
Mon Oct 15, 2018 7:17 pm
Forum: Aggressors Modding
Topic: [MOD] Ancient Orient BC1000
Replies: 24
Views: 1979

Re: [MOD] Ancient Orient BC1000

Thanks for making this scenario available as a zip file. It is an excellent scenario in general and I appreciate that is small and so doesn't take so long to play to the end.

As well as that, looking at your scenario has been an excellent guide to making the changes I need to make to mine.
by dejvid2
Mon Oct 15, 2018 5:02 pm
Forum: Aggressors Modding
Topic: distance of new cities from old
Replies: 7
Views: 945

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 dejvid2
Mon Oct 15, 2018 9:01 am
Forum: Aggressors Modding
Topic: distance of new cities from old
Replies: 7
Views: 945

Re: distance of new cities from old

Thanks for a very complete reply. I did wonder if there was a simple way to do this. It seems not but going thru this will teach me a lot about scripting etc.
Thank you.

(And the big USE AT YOUR OWN RISK duly noted)
by dejvid2
Sun Oct 14, 2018 5:23 pm
Forum: Aggressors Modding
Topic: distance of new cities from old
Replies: 7
Views: 945

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.
by dejvid2
Sat Oct 13, 2018 5:22 pm
Forum: Aggressors Modding
Topic: Peloponnese scenario
Replies: 7
Views: 891

Re: Peloponnese scenario

It should be nice to also add it to the Steam Workshop if you use Steam. Simply use the "publish" button ingame and edit the description in Steam via your Workshop menu. I'm afraid I just haven't managed to get Steam and Aggressors to link up. I've subscribed to several scenarios but there's someth...
by dejvid2
Sat Oct 13, 2018 1:43 pm
Forum: Aggressors Modding
Topic: Peloponnese scenario
Replies: 7
Views: 891

Peloponnese scenario

Now that the map creation tool is out I done a scenario covering the Peloponnese and have uploaded it here: http://kart-hadasht.co.uk/game/aggressors/peloponesesmall.php It is playable but all the flags etc are the same as the original scenario and the only faction that is the same is the Spartans. ...
by dejvid2
Sat Oct 13, 2018 9:21 am
Forum: Aggressors: Ancient Rome
Topic: Aggressors - v1.0.5. "Creators update" changelog
Replies: 10
Views: 1717

Re: V 1.0.5. "Creators update" changelog

This tool is simply awesome. It is far more polished and user friendly than I was expecting. More than in my wildest dreams. I have already got a scenario into playable form. There is one downside. It is so quick to create maps that I will soon have far far more than it will ever be possible to make...
by dejvid2
Fri Oct 12, 2018 10:38 am
Forum: Aggressors: Ancient Rome
Topic: Auto self heal and auto train
Replies: 11
Views: 694

Re: Auto self heal and auto train

and it doesnt include the auto-heal (which is not an action). I hope you agree that this is absolute overkill especially when we consider that most of the other strategy games do not even have two ways... Neither recover or heal-self is actually meant to be used like this and if you do, you not onl...
by dejvid2
Thu Oct 11, 2018 10:04 pm
Forum: Aggressors: Ancient Rome
Topic: Aggressors Dev Diary #12 - Creators Update
Replies: 2
Views: 1023

Re: Aggressors Dev Diary #12 - Creators Update

Awesome! I did get it wrong first time round because I thought you had to click on the map to tell it which color I wanted to make the particular terrain type. Instead, which I am sure will be obvious to most. What ever is black at each stage will be the terrain you select. But the map builder is so...
by dejvid2
Thu Oct 11, 2018 7:52 pm
Forum: Aggressors: Ancient Rome
Topic: Auto self heal and auto train
Replies: 11
Views: 694

Re: Auto self heal and auto train

Is there a way of telling unit to keep self healing turn by turn and not to bother me again till they're well again? Hi dejvid2, there already was a similar question here . I hope it sheds some light on the reason why we dont want to go into that (despite it is not that difficult from implementatio...

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