[Modding] Creating my first scenario

Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:What I suggest to do is to wait for the new build V3, load the game and once done, save it as a scenario.
I alredy had to add two players because otherwise the game would be marked as "ended".

The map generated from Map builder can have issues (I cannot guarantee it because it hasnt been used for years).

Here is the save file
Thank you. Buggy or not, is saves a LOT of work instead of painting the terrain tiles one by one.

You mention it's huge a few times. Can it cause any problems because of this?
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:You mention it's huge a few times. Can it cause any problems because of this?
Honestly, I am not sure. It might.
I will definitely look at that CTD and why that happened. I would suggest to play that on lower details (at least with trees turned off)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:You mention it's huge a few times. Can it cause any problems because of this?
Honestly, I am not sure. It might.
I will definitely look at that CTD and why that happened. I would suggest to play that on lower details (at least with trees turned off)
I notice that a lot of grass tiles (south) have trees/fooliage/bushes on them, but in the east it has not.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I notice that a lot of grass tiles (south) have trees/fooliage/bushes on them, but in the east it has not.
Screenshot?

EDIT - sorry you are right. I can see it on my own screenshot:) I will take a look
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:I notice that a lot of grass tiles (south) have trees/fooliage/bushes on them, but in the east it has not.
Screenshot?

EDIT - sorry you are right. I can see it on my own screenshot:) I will take a look
It might have something to do with the errors.

I wait for V3 before I try to load it.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:It might have something to do with the errors.
It might and it is good that it is so easy to reproduce:)
Cablenexus wrote:I wait for V3 before I try to load it.
Well I think you are good to go to load it
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:It might have something to do with the errors.
It might and it is good that it is so easy to reproduce:)
Cablenexus wrote:I wait for V3 before I try to load it.
Well I think you are good to go to load it
I have bushes on grass tiles everywhere, no CTD and load the map fine.
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

That is the ideal situation - you have no issues and I can reproduce it. So much better than the other way round!:)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Perfect. I can find my way around I think.

- I do not understand the difference between change tile owner and change territory extension.

- The way is much bigger ingame then I thought it was from my map image.

- I can run the game fine, but without trees I have somewhat better performance.

- I want to be able to set less bushes for the grass tiles IF that is possible. (Holland was very flat with only few forest, bushes). IF not possible I change some of the tiles anyway.

- I totally forget about the dessert terrain. I can use for islands in the north. (Wadden, we call it).
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I do not understand the difference between change tile owner and change territory extension.
Territory is a feature which is not used much. It is independent on an owner. It basically marks historical territories (with specific names). You can see it in the campaign map where (once you hover over a tile) you can see the real territory name.
Apart from this the territories are used also in objectives but for your game (where there are no objectives) it is only for the naming.
Cablenexus wrote:The way is much bigger ingame then I thought it was from my map image.
That is what I thought you will find out once you see the real map:)
Cablenexus wrote:I can run the game fine, but without trees I have somewhat better performance.
The trees are pretty GPU consuming.
Cablenexus wrote:I want to be able to set less bushes for the grass tiles IF that is possible. (Holland was very flat with only few forest, bushes). IF not possible I change some of the tiles anyway.
Unfortunately this is possible only on a MOD level. You can change it in ancient_rome.ag file but this will affect all the maps in game (not just your scenario).
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- When I load the map, Roman is at the wrong place on the map. So I want to change it's position. When I delete the unit and the tile I see a message that Roman is defeated.

- If I first build another Roman Militia and assign another tile to Romans and I delete the starter unit and the start tile you assigned, everything seems fine at first, but the AI doesn't doe anything with the new Roman units at all.

- In the start screen for the scenario Romans has tutorial tooltip, maybe this is where it goes wrong? Like it's not a normal nation or so?

- Personally I don't think those are bugs, but has anything to do with the starter position and nation you assigned to the save file.

- Are all the settings when you create a new scenario with the scenario editor you must choose at start (starting year, turns etc) also available in the scenarion editor?

- Are we able to load heightmaps in the scenario editor in the future?
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:- When I load the map, Roman is at the wrong place on the map. So I want to change it's position. When I delete the unit and the tile I see a message that Roman is defeated.

- If I first build another Roman Militia and assign another tile to Romans and I delete the starter unit and the start tile you assigned, everything seems fine at first, but the AI doesn't doe anything with the new Roman units at all.

- In the start screen for the scenario Romans has tutorial tooltip, maybe this is where it goes wrong? Like it's not a normal nation or so?

These are the issues I talked about. Open the ag file in notepad and add somewhere to the tag <StateMemento this isInEditMode="true"
Inside all the <PlayerMemento> tags add this

<aiSettings algorithmId="2" />

Or upload the ag file and I will do it.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:- When I load the map, Roman is at the wrong place on the map. So I want to change it's position. When I delete the unit and the tile I see a message that Roman is defeated.

- If I first build another Roman Militia and assign another tile to Romans and I delete the starter unit and the start tile you assigned, everything seems fine at first, but the AI doesn't doe anything with the new Roman units at all.

- In the start screen for the scenario Romans has tutorial tooltip, maybe this is where it goes wrong? Like it's not a normal nation or so?

These are the issues I talked about. Open the ag file in notepad and add somewhere to the tag <StateMemento this isInEditMode="true"
Inside all the <PlayerMemento> tags add this

<aiSettings algorithmId="2" />

Or upload the ag file and I will do it.
Thank you for learning me modding so soon after the fantastic V3 release!

I think I managed it. Later more...
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I think I just created my first working scenario with custom faction.
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Ingame so far everything seems to work.
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

The map.
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Nice!

I initially thought that you are going to create a setup where all the land is taken by many tribes. Or this is just the first step?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:Nice!

I initially thought that you are going to create a setup where all the land is taken by many tribes. Or this is just the first step?
Yes I was doing an AAR of making the scenario. Step by step. In the end it will be as showed on the map in one of the first posts with watchtowers, settlements, 6 new tribes etc etc

I do only step by step, I have the map loading/saving right now, the tribes placement etc. Now I can really start.

But there are still things I really need to know and cannot find in the ag file. For example changing the starting year to 55 BC
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:But there are still things I really need to know and cannot find in the ag file. For example changing the starting year to 55 BC
It is related to the <gameTime> tag. Change the initialYear value to -55
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Yes I was doing an AAR of making the scenario. Step by step. In the end it will be as showed on the map in one of the first posts with watchtowers, settlements, 6 new tribes
That's a great idea and introduction for others!
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