[MOD] Ancient Orient BC1000
[MOD] Ancient Orient BC1000
I made Ancient Orient BC1000 scenario and mod.
I published them at the steam workshop and now here too.
Download is here (currently ver1.043)
https://www.dropbox.com/s/vr9wsx35h9in6 ... 3.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
I published them at the steam workshop and now here too.
Download is here (currently ver1.043)
https://www.dropbox.com/s/vr9wsx35h9in6 ... 3.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 Fri Dec 21, 2018 8:36 am, edited 8 times in total.
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- Sergeant Major - SdKfz 234/2 8Rad
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Re: [MOD] Ancient Orient BC1000
I look forward to trying this out in a few days. Thanks for doing this.
Re: [MOD] Ancient Orient BC1000
Enjoy.
I updated the mod slightly.
ver. 1.01 - Changeing random names for new build city to more suitable names to the orient world.
I updated the mod slightly.
ver. 1.01 - Changeing random names for new build city to more suitable names to the orient world.
Re: [MOD] Ancient Orient BC1000
Hi Hir0,
very nice scenario!
very nice scenario!
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.
Re: [MOD] Ancient Orient BC1000
Thank you for your work!
Re: [MOD] Ancient Orient BC1000
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.
- 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.
Re: [MOD] Ancient Orient BC1000
Updated to ver 1.03
- 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)
- 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)
Re: [MOD] Ancient Orient BC1000
Hi, when I select the download link i just get a plain white page, nothing else.... is the link dead?
Thanks in advance
Thanks in advance
Re: [MOD] Ancient Orient BC1000
That's strange... I looked that up myself, and correctly downloaded the zip file.
Humm, can other players download it?
Humm, can other players download it?
Re: [MOD] Ancient Orient BC1000
I can confirm that the link to dropbox works.
Re: [MOD] Ancient Orient BC1000
I had to use an incognito browser to see it, i was then able to download, how very odd (I hate dropbox).
Re: [MOD] Ancient Orient BC1000
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.
- 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.
Re: [MOD] Ancient Orient BC1000
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.
Re: [MOD] Ancient Orient BC1000
Hi Hir0,
there is a small issue with the scenario. Please read it here.
I will fix my part of the issue:)
there is a small issue with the scenario. Please read it here.
I will fix my part of the issue:)
Re: [MOD] Ancient Orient BC1000
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.
Re: [MOD] Ancient Orient BC1000
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.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.
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.
Re: [MOD] Ancient Orient BC1000
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.