[MOD] Ancient Orient BC1000

Hir0
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[MOD] Ancient Orient BC1000

Post by Hir0 » Tue Sep 18, 2018 6:02 am

I made Ancient Orient BC1000 scenario and mod.
I published them at the steam workshop and now here too.

Download is here (currently ver1.042)
https://www.dropbox.com/s/8iuosc9i655z1 ... 2.zip?dl=0

Factions:

- Babylonia
- Assyria
- Lower Egypt
- Upper Egypt
- Israel
- Tyrus
- Urartu
- Greek City States
- Phrygia
- Scythians
- Elam
- Syro Hittite States

Instructions:

Unzip the Ancient_Orient_BC1000.

Place the Ancient_Orient_BC1000 folder in:
C:\Users\YOUR_NAME\Documents\My Games\Aggressors Ancient Rome\Scenarios

Place the ancient_rome-orient mod folder here:
C:Program Files\Kubat Software\Aggressors Ancient Rome\Bin\Mods

Start new game and select Ancient Orient BC1000.

Enjoy! Feedback is welcome here:
https://steamcommunity.com/sharedfiles/ ... 1514039401
Last edited by Hir0 on Thu Oct 11, 2018 11:19 am, edited 7 times in total.

eddieballgame
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Re: [MOD] Ancient Orient BC1000

Post by eddieballgame » Tue Sep 18, 2018 6:21 am

I look forward to trying this out in a few days. Thanks for doing this.

Hir0
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Re: [MOD] Ancient Orient BC1000

Post by Hir0 » Tue Sep 18, 2018 7:48 am

Enjoy. :)

I updated the mod slightly.

ver. 1.01 - Changeing random names for new build city to more suitable names to the orient world.

pavelk
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Re: [MOD] Ancient Orient BC1000

Post by pavelk » Tue Sep 18, 2018 8:31 am

Hi Hir0,
very nice scenario!
Hir0 wrote:
Tue Sep 18, 2018 7:48 am
ver. 1.01 - Changeing random names for new build city to more suitable names to the orient world.
Regarding this - you can specify "future" names in scenario for specific locations (and particular range). Just look how it is done in the campaign scenario.

Rosseau
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Re: [MOD] Ancient Orient BC1000

Post by Rosseau » Thu Sep 20, 2018 2:28 am

Thank you for your work!

Hir0
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Re: [MOD] Ancient Orient BC1000

Post by Hir0 » Thu Sep 20, 2018 5:49 am

Just updated to 1.02

- All factions enhanced resources mines at the start.
- Corrected the visivility setting of all factions at the start.
- Renamed almoat all units at the start.
- a few bug fix.

Hir0
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Re: [MOD] Ancient Orient BC1000

Post by Hir0 » Sat Sep 29, 2018 10:47 pm

Updated to ver 1.03 :D

- the Objectives for Babylonia, Assyria and Israel (the remains nations will be later implemented)
- the Bosphorus strait opend.
- the names of spearmen cavery and melee cavery changed to the these chariots for historical flavor.
- erased a few bugs which were introducted by the open beta patch 1.03 (only steam version right now)

TimDee58
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Re: [MOD] Ancient Orient BC1000

Post by TimDee58 » Sun Sep 30, 2018 8:04 am

Hi, when I select the download link i just get a plain white page, nothing else.... is the link dead?

Thanks in advance

Hir0
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Re: [MOD] Ancient Orient BC1000

Post by Hir0 » Sun Sep 30, 2018 8:35 am

That's strange... I looked that up myself, and correctly downloaded the zip file.
Humm, can other players download it?

pavelk
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Re: [MOD] Ancient Orient BC1000

Post by pavelk » Sun Sep 30, 2018 9:02 am

I can confirm that the link to dropbox works.

TimDee58
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Re: [MOD] Ancient Orient BC1000

Post by TimDee58 » Sun Sep 30, 2018 10:14 am

I had to use an incognito browser to see it, i was then able to download, how very odd (I hate dropbox).

Hir0
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Re: [MOD] Ancient Orient BC1000

Post by Hir0 » Sun Oct 07, 2018 1:11 pm

Ver 1.04 is up!

- Now all nations have the objectives.
- historical names in building a new city.
- Upper Egypt and Lower Egypt will renamed to Egypt after the civil war is over (Thanks Pavel for the script).

Perhaps this is the final version (except bug fix), because I want to make a new scenario/mod.

pavelk
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Re: [MOD] Ancient Orient BC1000

Post by pavelk » Sun Oct 07, 2018 1:41 pm

Hir0 wrote:
Sun Oct 07, 2018 1:11 pm
Perhaps this is the final version (except bug fix), because I want to make a new scenario/mod.
Hi Hir0,
that's great news! If you have in plan to create a new scenario out of a real world map, I recommend to wait for the "Creators update" which will be released soon, which can help you with the map creation.

pavelk
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Re: [MOD] Ancient Orient BC1000

Post by pavelk » Sun Oct 07, 2018 3:07 pm

Hi Hir0,
there is a small issue with the scenario. Please read it here.
I will fix my part of the issue:)

Hir0
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Re: [MOD] Ancient Orient BC1000

Post by Hir0 » Mon Oct 08, 2018 1:32 am

pavelk wrote:
Sun Oct 07, 2018 3:07 pm
Hi Hir0,
there is a small issue with the scenario. Please read it here.
I will fix my part of the issue:)
I could not access the link.
If the mod had any issues, I will fix it soon.

pavelk
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Re: [MOD] Ancient Orient BC1000

Post by pavelk » Mon Oct 08, 2018 8:15 am

Hir0 wrote:
Mon Oct 08, 2018 1:32 am
I could not access the link.
Ahh sorry, it was posted in beta forum.

"I was playing Israel, clickecd on settler, then on info box (to bring unit detail window) for the settler, and had the ctd"

My answer:
Basically there are two things:
The cause of this issue is in the scenario, because there are territories but they do not have names.

On the other hand, Aggressors game should be able to handle it and ignore the territory if there is no name.
Thank you for reporting this.
Will be fixed in the next version. I will also tell it to Hir0.

Hir0
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Re: [MOD] Ancient Orient BC1000

Post by Hir0 » Mon Oct 08, 2018 9:35 am

pavelk wrote:
Mon Oct 08, 2018 8:15 am

"I was playing Israel, clickecd on settler, then on info box (to bring unit detail window) for the settler, and had the ctd"

My answer:
Basically there are two things:
The cause of this issue is in the scenario, because there are territories but they do not have names.

On the other hand, Aggressors game should be able to handle it and ignore the territory if there is no name.
Thank you for reporting this.
Will be fixed in the next version. I will also tell it to Hir0.
I got it, but I don't know how to name the territories. In the editor, the naming function didn't exist (as far as I know) and I could not find how and where to do it in the scenario.ag file.
Thank you.

EDIT:Nevermind, I just find it in the <territories> tag in the <chart> tag. I will soon edit and update them.
Last edited by Hir0 on Mon Oct 08, 2018 9:44 am, edited 1 time in total.

pavelk
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Re: [MOD] Ancient Orient BC1000

Post by pavelk » Mon Oct 08, 2018 9:44 am

Hir0 wrote:
Mon Oct 08, 2018 9:35 am
In the editor, the naming function didn't exist (as far as I know) and I could not find how and where to do it in the scenario.ag file.
Right click on the tile with territory when you are in the game editor.

Hir0
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Re: [MOD] Ancient Orient BC1000

Post by Hir0 » Mon Oct 08, 2018 10:16 am

pavelk wrote:
Mon Oct 08, 2018 9:44 am
Hir0 wrote:
Mon Oct 08, 2018 9:35 am
In the editor, the naming function didn't exist (as far as I know) and I could not find how and where to do it in the scenario.ag file.
Right click on the tile with territory when you are in the game editor.
I tried right click but only changed to nation display. When CTRL+righ click I can name territories.
However I used a text editor to change names manually.

Then Ver 1.041 is up.

pavelk
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Re: [MOD] Ancient Orient BC1000

Post by pavelk » Mon Oct 08, 2018 10:41 am

Hir0 wrote:
Mon Oct 08, 2018 10:16 am
I tried right click but only changed to nation display. When CTRL+righ click I can name territories.
Ahh right, I forgot write CTRL:)

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