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.
Search found 108 matches
- Mon Oct 15, 2018 7:17 pm
- Forum: Aggressors Modding
- Topic: [MOD] Ancient Orient BC1000
- Replies: 24
- Views: 7133
- Mon Oct 15, 2018 5:02 pm
- Forum: Aggressors Modding
- Topic: distance of new cities from old
- Replies: 7
- Views: 3343
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 ...
- Mon Oct 15, 2018 9:01 am
- Forum: Aggressors Modding
- Topic: distance of new cities from old
- Replies: 7
- Views: 3343
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)
Thank you.
(And the big USE AT YOUR OWN RISK duly noted)
- Sun Oct 14, 2018 5:23 pm
- Forum: Aggressors Modding
- Topic: distance of new cities from old
- Replies: 7
- Views: 3343
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.
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.
- Sat Oct 13, 2018 5:22 pm
- Forum: Aggressors Modding
- Topic: Peloponnese scenario
- Replies: 7
- Views: 3240
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 ther...
- Sat Oct 13, 2018 1:43 pm
- Forum: Aggressors Modding
- Topic: Peloponnese scenario
- Replies: 7
- Views: 3240
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. ...
- Sat Oct 13, 2018 9:21 am
- Forum: Aggressors: Ancient Rome
- Topic: Aggressors - v1.0.5. "Creators update" changelog
- Replies: 10
- Views: 4935
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...
- Fri Oct 12, 2018 10:38 am
- Forum: Aggressors: Ancient Rome
- Topic: Auto self heal and auto train
- Replies: 11
- Views: 2998
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...
- Thu Oct 11, 2018 10:04 pm
- Forum: Aggressors: Ancient Rome
- Topic: Aggressors Dev Diary #12 - Creators Update
- Replies: 2
- Views: 3153
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...
- Thu Oct 11, 2018 7:52 pm
- Forum: Aggressors: Ancient Rome
- Topic: Auto self heal and auto train
- Replies: 11
- Views: 2998
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...
- Wed Oct 10, 2018 12:40 pm
- Forum: Aggressors: Ancient Rome
- Topic: Disappointing Game - Regret My Purchase
- Replies: 17
- Views: 4031
Re: Disappointing Game - Regret My Purchase
I too found the game initially frustrating. However, the problems were not the underlying game but the interface. Hi again dejvid2, would you please help us with this issue and give us as detailed feedback about what you don't like as possible. We might run another "iteration" on UI and t...
- Wed Oct 10, 2018 12:24 pm
- Forum: Aggressors: Ancient Rome
- Topic: Auto self heal and auto train
- Replies: 11
- Views: 2998
Re: Auto self heal and auto train
Auto Self Heal is available in the game - I believe it shows up available as a unit upgrade fairly far into the game I have not noticed auto train That is true. Medics I believe? But that is a heal instantly ability. Very useful but that's about how the underlying game works, what I'm talking about...
- Wed Oct 10, 2018 11:52 am
- Forum: Aggressors: Ancient Rome
- Topic: Auto self heal and auto train
- Replies: 11
- Views: 2998
Re: Auto self heal and auto train
If you have troops on a quiet front who are just there in case an ally stabs you in the back then there is nothing else for them to do but train.
- Wed Oct 10, 2018 10:38 am
- Forum: Aggressors: Ancient Rome
- Topic: Auto self heal and auto train
- Replies: 11
- Views: 2998
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? Likewise is there a way of telling unit to keep adding improvements until they have trained themselves in all the available improvements? (In this case I would lose the ability to pri...
- Wed Oct 10, 2018 10:25 am
- Forum: Aggressors: Ancient Rome
- Topic: Aggressors Testers Diary - Modding
- Replies: 19
- Views: 5188
Re: Aggressors Testers Diary - Modding
Hi Dejvid2, we havent forgotten this promise! There have just been couple of important changes (foremost UI scaling and mouse control system) which we didnt initially have in schedule but they had to be done as priority. The tool is going to be ready soon! It is pretty much done and it is going thr...
- Tue Oct 09, 2018 9:07 am
- Forum: Aggressors Modding
- Topic: translating the interface into another language
- Replies: 3
- Views: 2122
Re: translating the interface into another language
I am not intending to do a full translation for an Ancient Greek friend who knows no English :-) (though there must be native speakers of other languages who would want to do this). I would like to translate a few key messages that I have to pay attention to in the hope that helps extend my Ancient ...
- Tue Oct 09, 2018 8:51 am
- Forum: Aggressors: Ancient Rome
- Topic: Diplomacy Interface
- Replies: 3
- Views: 1047
Re: Diplomacy Interface
Thanks for your help. I will now not have any problem in future finding the needed info. However. It is still going to be a problem for those starting the game in future. I would never have worked these things out for myself and I am sure that that there will be others who, if the they do not read t...
- Mon Oct 08, 2018 12:04 pm
- Forum: Aggressors Modding
- Topic: translating the interface into another language
- Replies: 3
- Views: 2122
translating the interface into another language
I would like to have some of the key interface in ancient Greek
What do you need to do this?
The file ResourceTexts.resx looks promising but I also suspect that editing it could crash the program.
What do you need to do this?
The file ResourceTexts.resx looks promising but I also suspect that editing it could crash the program.
- Mon Oct 08, 2018 11:30 am
- Forum: Aggressors: Ancient Rome
- Topic: Diplomacy Interface
- Replies: 3
- Views: 1047
Diplomacy Interface
The underlying Diplomacy is awesome. I can think of a couple of minor tweaks but essentially it is pretty near perfect as can be. However: Information is quite hard to get to because it is buried quite deep. For example if you want to know who a rival power is at war with you first go to the page wh...
- Mon Oct 08, 2018 11:05 am
- Forum: Aggressors: Ancient Rome
- Topic: Can't Produce Wood
- Replies: 18
- Views: 3300
Re: Can't Produce Wood
I think you have overdone the wanting to avoid overwhelming the player. Working out where information is has been hard for me because it often requires you to go through several sub-windows to get to it. This is compounded by reliance on icons or clickable items that don't to me look like they have ...