[Modding] Creating my first scenario

pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:- I can reproduce the minimap not working. I send you my AG file by e-mail already.
The minimap thing is a "bug" for quite some time. I am more curious about that CTD you got.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:- I can reproduce the minimap not working. I send you my AG file by e-mail already.
The minimap thing is a "bug" for quite some time. I am more curious about that CTD you got.
The CTD happened when I found out that I could not DISABLE the grid anymore WHILE Rome was selected. So I selected Menapii again and disabled the grid. This didn't worked at first so I clciked a few times. The grid was disabled, I enabled it again (was pretty much zoomed in, maybe max) and CTD.

Reload same save and try reproduce is no crash.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:
pavelk wrote:
Cablenexus wrote:- I can reproduce the minimap not working. I send you my AG file by e-mail already.
The minimap thing is a "bug" for quite some time. I am more curious about that CTD you got.
The CTD happened when I found out that I could not DISABLE the grid anymore WHILE Rome was selected. So I selected Menapii again and disabled the grid. This didn't worked at first so I clciked a few times. The grid was disabled, I enabled it again (was pretty much zoomed in, maybe max) and CTD.

Reload same save and try reproduce is no crash.
error.log? Why you didnt try the error window?:)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

error.log? Why you didnt try the error window?:)[/quote]

Application: Aggressors.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
at Mogre.ManualObject.Position(Mogre.Vector3)
at Aggressors.UI.AggressorsForm.ChangeVisibilityOfGrid(Boolean, Boolean)
at Aggressors.UI.AggressorsForm.LoadChart(Boolean, Boolean, Boolean)
at Aggressors.UI.AggressorsForm.MessageOk(System.Object, Aggressors.StateClasses.MessageEventArgs)

Exception Info: System.Reflection.TargetInvocationException
at System.RuntimeMethodHandle.InvokeMethod(System.Object, System.Object[], System.Signature, Boolean)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(System.Object, System.Object[], System.Object[])
at System.Delegate.DynamicInvokeImpl(System.Object[])
at Miyagi.Internals.InvokeHelper.Update()
at Miyagi.Common.MiyagiSystem.Update(Boolean)
at Aggressors.UI.AggressorsForm.FrameRenderingQueued(Mogre.FrameEvent)
at Mogre.Root.raise_FrameRenderingQueued(Mogre.FrameEvent)
at Mogre.Root.OnFrameRenderingQueued(Mogre.FrameEvent)
at <Module>.Mogre.FrameListener_Director.frameRenderingQueued(Mogre.FrameListener_Director*, Ogre.FrameEvent*)
at <Module>.Ogre.Root.renderOneFrame(Ogre.Root*)
at Aggressors.UI.MogreForm.Go()
at Aggressors.UI.MogreForm.Run(System.String[])
at Aggressors.UI.Program.Main(System.String[])

And this one:

Naam van toepassing met fout: Aggressors.exe, versie: 1.0.0.0, tijdstempel: 0x5b0c1857
Naam van module met fout: KERNELBASE.dll, versie: 10.0.16299.402, tijdstempel: 0x81d25214
Uitzonderingscode: 0xe0434352
Foutmarge: 0x00103f12
Id van proces met fout: 0x4b1c
Starttijd van toepassing met fout: 0x01d3f9af85ceff31
Pad naar toepassing met fout: D:\Program Files (x86)\Kubat Software\Aggressors Ancient Rome\Aggressors.exe
Pad naar module met fout: C:\WINDOWS\System32\KERNELBASE.dll
Rapport-id: c9eccc18-c6a8-4e3e-9db8-b1ef0bea17e0
Volledige pakketnaam met fout:
Relatieve toepassings-id van pakket met fout:

And this one:

Foutbucket 1843353689783642336, type 5
Naam van gebeurtenis: CLR20r3
Antwoord: Niet beschikbaar
Id van CAB-bestand: 0

Handtekening van probleem:
P1: Aggressors.exe
P2: 1.0.0.0
P3: 5b0c1857
P4: Mogre
P5: 1.7.4.0
P6: 508e7a9b
P7: 77d0
P8: 0
P9: System.AccessViolationException
P10:

Toegevoegde bestanden:
\\?\D:\Program Files (x86)\Kubat Software\Aggressors Ancient Rome\bin\Mods\ancient_rome\Sounds\Sounds\mainclick.wav
\\?\D:\Program Files (x86)\Kubat Software\Aggressors Ancient Rome\bin\Mods\ancient_rome\Sounds\Terrains\plain.wav
\\?\D:\Program Files (x86)\Kubat Software\Aggressors Ancient Rome\bin\Mods\ancient_rome\Sounds\Terrains\grass.wav
\\?\D:\Program Files (x86)\Kubat Software\Aggressors Ancient Rome\bin\Mods\ancient_rome\Sounds\Music\Soaring_To_The_Peak.mp3
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER17A3.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1EA9.tmp.WERInternalMetadata.xml

Deze bestanden zijn mogelijk hier beschikbaar:
C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Aggressors.exe_a68360dd1941761a8f318ae8b48803a5ebf7024_a3f53fcf_40df25bc

Analysesymbool:
Opnieuw zoeken naar oplossing: 0
Rapport-id: c9eccc18-c6a8-4e3e-9db8-b1ef0bea17e0
Rapportstatus: 268435456
Opgedeelde bucket: 4a6d804bc7555891c994e86a12f5a8e0
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

It is basically all the same. 90% of all CTDs are related to this issue. I am on it now, it is just very weird issue.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Adding historical City names and FORT names to the map.
Attachments
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Adding historical City names and FORT names to the map.
It is good but from the practical point of view those forts are not unusable. Forts and Defensive walls are good as "walls" against intruders but since you are not creating continuous walls and also there is no way how to cross the river on foot, those forts are not practical in real game. Altough, it would make sense to add there patrol towers instead.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:Adding historical City names and FORT names to the map.
It is good but from the practical point of view those forts are not usable. They are good as "walls" against intruders but since you are not creating continuous walls and there is no way how to cross the river on food they are not practical in real game. It would make sense to add there patrol towers instead.
Thank you for the suggestion. I was already creating some continues walls. I changed the screenshot already. I only wanted to find out if I can give them the same NAME, but it seems to work.

Yes, but watchtowers have their own historical position and name, they come next.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Maybe I make just a town with a fort around, and a watchtower next to the water.

Indeed it is not possbile to enter the Rhyne by land. So at least I connect all rivers with each other. But their are islands. Rome actually start on 3 different island. All of them they share with at least a medium/major nation/tribe. So I hope their will be some balance.

I like if I am able to at a later moment to make an event. Like the Batavi uprising.

Also the Frisii are a major power in the North, the Romans actually feared them and needed them to protect against German invasions.

I'm struggling with the trade resources. There was farming, coal, stones and iron, but I have to see how to make it into place. Most was trade for fishing and animals.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Does it make better sense like this?
Attachments
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Does it make better sense like this?
Yes, that makes more sense and it is really heavily fortified:))
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Does previous image takes away all the abilities to place other resources on those fort tiles?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:Does it make better sense like this?
Yes, that makes more sense and it is really heavily fortified:))
It really becomes a matter of testing when I have the map globally complete. I don't have any idea yet how far I can balance the major powers, but I have a lot of ideas. Let's see how it turs out. This is not a few days project anymore anyway. I will build step by step.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- I encounter an issue where I can NOT save my user settings anymore in the scenario editor, but also when I start a new game in the main menu. In game settings for example I want to disable Button Bar Movement. I disale it. I save to profile. I want to close the screen. I get a message that every change will be lost.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:- I encounter an issue where I can NOT save my user settings anymore in the scenario editor, but also when I start a new game in the main menu. In game settings for example I want to disable Button Bar Movement. I disale it. I save to profile. I want to close the screen. I get a message that every change will be lost.
This is all related to switching players in the ingame editor.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I encounter an issue (by accident) when using F1 to click the Agressors library for a "starving army message". I click F1 I enter the starving unit info in the Agressors library which is good.

I click F1 a second time I see an empty Agressors screen with the text .Tile .Text

If I click the Agressors library button in the starving unit screen instead of using F1 I enter the normal Agression library.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I encounter an issue (by accident) when using F1 to click the Agressors library for a "starving army message". I click F1 I enter the starving unit info in the Agressors library which is good.

I click F1 a second time I see an empty Agressors screen with the text .Tile .Text

If I click the Agressors library button in the starving unit screen instead of using F1 I enter the normal Agression library.
Logged, thank you.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I'm not sure if doing suggestions for the editor is approiate atm, but if there is one part I really like a tooltip for are the terrains.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- I encounter that I start a new game>my custom scenario>close the tutorial that pops up AND my custom assigned hotkeys don't work.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- In the same game I encounter an issue that I can select an unknown tech to research.

- Maybe it has to do all with slecting Rome to play with? I don't know, but for me it's weird behaviour so I report.
Attachments
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