[Modding] Creating my first scenario

pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

pavelk wrote:
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
These are the bugs or more precisely difficulties with the Map builder. It should all be handled there, but because it is not yet, it cannot go public. Without the info I gave you, you wouldn't be able to create the map.
I would like to finish the Map builder to such a state in which it is save to make it public but I dont know when will there be couple of days to properly finish it.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Rome is knowing how to play now ;-)

I'm getting more used to the ag files and installed notepad ++

Now at least I have the MAP of Holland, that needs a major amount of work. Mostly river and terrain related.

Also I have to make the other 5 tribes. I'm happy with how is Menapii already.

If I manage this I will create a line of Roman watchtowers, forts and cities around the Rhyne river. I will give the other tribes, settlements and villages all a place on the map.
Attachments
Rome.jpg
Rome.jpg (805.48 KiB) Viewed 2518 times
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Added some Dutch cows to get an even better scenery for my Holland map.
Attachments
DutchCows.jpg
DutchCows.jpg (463.01 KiB) Viewed 2516 times
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Now at least I have the MAP of Holland, that needs a major amount of work. Mostly river and terrain related.
Also I have to make the other 5 tribes. I'm happy with how is Menapii already.
If I manage this I will create a line of Roman watchtowers, forts and cities around the Rhyne river. I will give the other tribes, settlements and villages all a place on the map.
So far so good. Looking forward to the next steps...
Cablenexus wrote:Added some Dutch cows to get an even better scenery for my Holland map.
It is actually not that bad. Just those antlers... If you had the 3D models ready, it is extremely easy to add new animals (it is called AmbientModelMemento in the mod file ancient_rome.ag)

The cowl of those units you changed is nice. You are pretty good unit designer:)

And also the coat of arms is nice. Really good work.
gwgardner
Lieutenant-General - Nashorn
Lieutenant-General - Nashorn
Posts: 3471
Joined: Mon Jun 09, 2008 2:59 am

Re: [Modding] Creating my first scenario

Post by gwgardner »

Impressive work, Cablenexus. That scenario creation AAR you mentioned should be a big plus for the game.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

@Pavel @Gardner

Thank you.
Today I continue to make the other tribes. I keep finding new historical info in books about this part of Roman history.

The Menapii tribe icon I used is from Menapii seniority. Earlier (50 BC) they even had different shield patterns.

I found documents with all fort, town and watchtower names historical accurate for the Roman border near the Rhyne River.

- How can I change the auto citynames used by the game per tribe? I can't find them in ag file. I found the unit names however.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:How can I change the auto citynames used by the game per tribe? I can't find them in ag file. I found the unit names however.
Can you explain what you try to achieve? I am not sure what are you looking for.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:How can I change the auto citynames used by the game per tribe? I can't find them in ag file. I found the unit names however.
Can you explain what you try to achieve? I am not sure what are you looking for.
The town/city names assigned to to towns/cities when people build one.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:The town/city names assigned to to towns/cities when people build one.
There are two sets of names. The first ones are defined in mod. Those are basically random names from the whole ancient history. They are used once the scenario names are empty.

You can add the scenario names to the scenario and also specify where should this name be used (per x-y position). So when you specify that on position 10-12 and one tile around (it is called range) someone builds a city, the first suggested name (and also name AI will pick) will be this one.
In the file I sent you are no scenario names obviously. You can specify them yourself in your file. Just look at Ancient_Mediterranean.ag file and look for <unitNames>. The notation of that list is pretty selfexplanatory
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

- Just learning the hard way to use the isInEditMode="true" command. After I finished assigning all Roman terroitory and not saved the game. No problem. I make it better the second time.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:- Just learning the hard way to use the isInEditMode="true" command. After I finished assigning all Roman terroitory and not saved the game. No problem. I make it better the second time.
By territory you really mean the territories or the owners of the tiles?
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:- Just learning the hard way to use the isInEditMode="true" command. After I finished assigning all Roman terroitory and not saved the game. No problem. I make it better the second time.
By territory you really mean the territories or the owners of the tiles?
Actually both. I crashed the game while using minimap options (fog/trees/grid) while editing Rome what was not the unit I played as.

Both because I want to assign territories (Germanic, Belgica etc) and owners.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

It happens also when in edit mode.

When I select another tribe to edit then the one thast is selected at start (Sparta customized to Menapii in my case), I select Rome for example I cannot use the minimap options anymore.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:
pavelk wrote:
Cablenexus wrote:- Just learning the hard way to use the isInEditMode="true" command. After I finished assigning all Roman terroitory and not saved the game. No problem. I make it better the second time.
By territory you really mean the territories or the owners of the tiles?
Actually both. I crashed the game while using minimap options (fog/trees/grid) while editing Rome what was not the unit I played as.

Both because I want to assign territories (Germanic, Belgica etc) and owners.
Are you able to reproduce it everytime?
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Are you able to reproduce it everytime?[/quote]

- I will report the day/night when I start the editor again. (It takes while to load, I want to be productive a little). I will look if it's happen everytime.

- I also don't seem to be able to remove assigned territory. Remove assigned owner tiles are no problem.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

I don't use the same file anymore you sended me. I do, but it is already heavnly modified.

I wonder what is the best way to continue modify my map. To just start a scenario game load the file and Alt - A into the editor and save it as scenario again. OR to load is as a load game in. (with the edit line you provided). OR is there no difference?
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I also don't seem to be able to remove assigned territory. Remove assigned owner tiles are no problem.
Press 0 and click on the tile you want the territory to remove
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I don't use the same file anymore you sended me. I do, but it is already heavnly modified.

I wonder what is the best way to continue modify my map. To just start a scenario game load the file and Alt - A into the editor and save it as scenario again. OR to load is as a load game in. (with the edit line you provided). OR is there no difference?
It is definitely better to always save the file only. Once you feel confident, try to export it and start as scenario. I am not sure if exporting as scenario->modifying->exporting as scenario->modifying doesnt have any bugs.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

- I can reproduce the minimap not working. I send you my AG file by e-mail already.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:I also don't seem to be able to remove assigned territory. Remove assigned owner tiles are no problem.
Press 0 and click on the tile you want the territory to remove
- After I use this option one time, I cannot ADD territory anymore.
Post Reply

Return to “Aggressors Modding”