[Modding] Creating my first scenario

Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I can change all the relationships at game start and even loyality levels etc. I have to find out how exactly is the best way.
I can set peace/war settings and I like your idea for a scenario. I will experiment with it the coming days and keep posting about my findings.

I first want to balance out the starting units a little. How many cities have tribe x on start and how many units.
What units can they build?
What techs are available at start?
Who is in war and peace?

And I want to add historical names from the Peutinger Atlas.

Also I'm back from the appointment with a new 24 " monitor. I finally can play games in 1920 resolution ;-))) And Agressors is the first I try now.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

gwgardner wrote:Can the scenario designer determine who is allied with whom at the start? In the example I gave, could you have all tribes south and west of the Rhine in confederation with, or brothers in arms with, Rome, and all others similarly allied against the Romans?

I have no idea about these things. One interesting idea, maybe you already have it, is to give Rome only a few strategically placed cities, for instance at bridges over the Rhine. No land other than the cities, to represent Roman garrison locations. All the land around the Roman cities would be owned by some allied, confederated tribes allowing supply for Roman troops. Other tribes of course would be enemies of Rome.

Many ways you could set things up, I guess, if the editor allows all those types of variations (or perhaps the script files).
I also will experiment with bridges over the Rhyne, The Romans indeed build some around 50 BC (The start of the scenario). Now there is a problem how to implement bridges the right way. If I cut the Rhyne with land tiles it isn't possible to use naval units anymore. I have to find a solution for this.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Adding 300+ Settlement/town names:

Settlement names North

Amen
Ad Tavm
Adansam
Alavna
Baromaci
Camvlodvno
Cavnonio
Convetoni
Coriallo
Dvbris
Dvroavervs
Dvrolevo
Iscadvmnnonioru
Lemavio
Lvgdvno
Madvs
Ratvpis
Ridvmo
Roribis
Sinomagi
Adlvllia
Albanianis
Araegenve
Avgvstodvro
Brevodvro
Caspingio
Castello
Condate
Cosedia
Crovcia connvm
Flenio
Foro Adriani
Gesogiaco qvod nvnc Bononia
Gravinvm
Ivliobona
Legedia
Lintomagi
Matilone
Mediolano avtercorvm
Nemetaco
Nigropvllo
Pretoriv̄ Agrippine
Ratvmagvs
Tablis
Tervanna
Virovino
Araco
Ad dvodecimvm
Avḡ Viro Mvdvor
Avtricvm
Brivisara
Carvone
Casaromago
Cenabo
Condate
Dvrocassio
Dvrvico Regvm
Fines
Fletione
Grinnibvs
Hermomacvm
Ivliomago
Lavri
Levefano
Lvra
Petrvm viaco
Pontes caldis
Ritvmagvs
Rodivm
Sammarobriva
Setvcis
Svb dinnvm
Tevcera
Tvrnaco

German Settlement names East

Aqvis Segeste
Arenatio
Avḡ Bona
Avḡ Magvs
Avḡ Svessor
Avxenna
Baca conervio
Bandritvm
Bibe
Blariaco
Bvrginatio
Calagvm
Castra Hercvlis
Catvalivm
Cevclvm
Condate
Dvronvm
Ebvrobriga
Fines
Fixtvinvm
Geminico vico
Lvteci
Meteglo
Ninittaci
Noviomagi
Riobe
Vironvm
Vogo Dorgiaco
Ndesina
Nerica
Adfines
Andemantvnno
Ascibvrgi
Atvaca
Catvrices
Colo Traiana
Corobilivm
Cortovallio
Dvrocortoro
Feresne
Filena
Ivliaco
Medvanto
Mose
Nasic
Novesio
Noviomagvs
Pernaco
Segessera
Segobodiv̄
Tanomia
Varcia
Veteribvs

West settlement names

Castra
Cissimvnicipio
Eqvezeto
Galaxia
Lemelli presidivm
Rvsibricari Matidi
Salinas Nvbonenenses
Tamascani Mvnicipivm
Vaccis
Ad capsv ivliani
Adocvlvm Marinvm
Adsava Mvnicipivm
Iominio Mvnicipio
Rvsvccvrv colon̄
Tamannvna Mvnicipivm et castellvm
Tigisi
Tvbonis
Ali
Galo
Aqvis
Besino
Blavia
Casinomago
Cenda
Cenviana
Condate
Corterate
Eliberre
Elvsa
Fines
Gesocribate
Ivncaria
Lamnv̄
Mediolano Sancor
Reginca
Sarrvm
Serione
Tolosa
Vesvbio
Viratedo
Voconi
Adcentenarivm
Aginnvm
avedonnaco
Avsrito
Bibona
Brigiosvm
Carcassione
Cassinomago
Conbaristvm
Cosa
Dartoritvm
Declana
Diolindvm
Dvretie
Ebvromagi
Excisvm
Fi
Insvmmo pyreneo
Lactora
Portvnamnetv
Pretorio
Raravna
Seranicomago
Sipia
Svlim
Varadeto
Vesonna
Vorgivm
Acitodonvm
Adsilanvm
Alerta
Anderitvm
Aqvis Neri
Argantomago
Avaricvm
Avḡ Nemeto
Beteris
Cantilia
Carantomago
Casarodvno
Condatomago
Gabris
Illiberre
Lemvno
Liviana
Loteva
Mediolano
Narbone
Robrica
Rvscione
Segodvni
Segvra
Tasciaca
Vsverva

South/East settlements

Agetincvm
Ambrvsiv̄
Aqvis Bormonis
Aqvis Calidis
Aqvis Nisincii
Ariolica
Avtessio Dvro
Belca
Brivodvro
Cesse Rone
Condate
Degetia
Ebirno
Foro Domitii
Icidmago
Massava
Nemvso
Pocrinio
Revessione
Roidomna
Sitillia
Tincollo
Vorogio
Aballo
Aqvis Segete
Arelato
Avennione
Boxvm
Calline
Cabillione
Calcaria
Clano
Ernagina
Foro Segvstavarv̄
Fossis Marianis
Lvdnam
Lvgdvno capvt Galliar
Masilia Grecorvm
Matiscone
Mediolano
Ponte Dvbris
Sidoteco
Telonno
Tenvrcio
Vgerno
Vidvbia

Southern names

Adolivam
Monte
Rvsazv Mvnicipivm
Rvsippisir Mvnicipio
Rvzai Mvnicipiv̄
Sitifi col.
Syda Mvnicipivm
Zaras
Ad portv̄
Ad stabvlv̄ olearivm
Capvt Bvdelli
Cvlchvl Colonia
Mopti Mvnicipivm
Saldas Colonia
Svvaddvrvsi p̄sidivm
Ad Basilica
Ad Ficvm
Ad Stvrnos
Adcentenarivm
Baccarvs
Berzeo
Choba Mvnicipivm
Lamasbva
Modolana
Mvslvbio Horreta
Tvcca fines affrice et mavritanie
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Adding names:

I decide to add 300 + city names (Since the map is very large and we already run out of names before) and I want to give the Holland map some extra flavor by using the Peutinger Atlas names from BLOCK 1 where Ancient Holland is located.
So I set the 300 unique names in the scenario.ag (so the engine picks them first) and if I run out of names it use the standard 300 + names from Agressors. That way I hope early ingame to have unique names and later ingame the Roman names (if Roman will be succesfull in conquering teritorry of course).

Historical placed forts and settlements at game start will be custom named, so I have to make sure I don't have doubles in my database with names.

It is possible to give coordinates to the city names but I don't use this functionallity yet. (I experimented with it and it works). It's low prio for now.
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:But I also think people should be able to play the map how they like. I will see if I can add some smaller events or objectives for the smaller nations.
I have to look into this at all, I was not experimenting with this yet.
Objectives and winning conditions cannot be edited in the game editor, so you would need to do this in the file yourself.
gwgardner wrote:Can the scenario designer determine who is allied with whom at the start?
Sure, you can set not only the the treaties between players, but also the federation/confederation status, attitude, army morale, etc. I think all the important aspects of relation between two players can be edited in the game editor.
Cablenexus wrote:Also I'm back from the appointment with a new 24 " monitor. I finally can play games in 1920 resolution ;-))) And Agressors is the first I try now.
Right on time. The high resolution issues were fixed, so enjoy!:)
Cablenexus wrote:I also will experiment with bridges over the Rhyne, The Romans indeed build some around 50 BC (The start of the scenario). Now there is a problem how to implement bridges the right way. If I cut the Rhyne with land tiles it isn't possible to use naval units anymore. I have to find a solution for this.
This is really a tricky thing. There is no way how to set it up for naval units and also have a bridge over it. On the other hand, It should not be that difficult when you start modding:) With one tiny change the boats are also able to move along the rivers (the real rivers). I removed this functionality because it looked weird on the map when boat was on the land tile.
One thing which comes to my mind is to create a new unit type. Which would let the ground unit to enter it and also leave it on the other side (without the movement penalty). However, this is pretty advanced modding already.
Cablenexus wrote:Since the map is very large and we already run out of names before
One of the reasons was that AI built the cities to close to each other and this was changed in V3.
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I'm doing tedious and not so fun work now. All unit naming and settlement naming so this takes some time. I have some questions:

- I can choose Warrior and Warriors units in the editor. Cost is the same, description is different.

- When I start making the scenario and I was not aware of the isInEditMode command, I made accidentally a turn before I save the game. That means that if I choose a nation to start playing the game I get previous turn reports. How do I get rid of them?
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I'm doing tedious and not so fun work now. All unit naming and settlement naming so this takes some time.
Tell me about it:) We went through this with the campaign map:)

Cablenexus wrote:I can choose Warrior and Warriors units in the editor. Cost is the same, description is different.
Warrior, Hoplite and Legionary unit types are leftovers from the initial unit types (before we came up with the unit type "fractions"). In campaign they are not used at all. In theory you can use them, but the models are not that nice so I would avoid it. Use "Warriors", "Hoplies" and "Legionaries" instead.
Cablenexus wrote:When I start making the scenario and I was not aware of the isInEditMode command, I made accidentally a turn before I save the game. That means that if I choose a nation to start playing the game I get previous turn reports. How do I get rid of them?
it is probably the best to remove them from the file itself (<reports>)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- Is there another way to lay down river and path tiles instead of selecting one by one? Also this is a bit tedious, but no problem, if that is the way to do it I do it.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:- Is there another way to lay down river and path tiles instead of selecting one by one? Also this is a bit tedious, but no problem, if that is the way to do it I do it.
There is a very convenient way how to add rivers and roads in the editor.

There are basically two ways how to do it - selecting one by one in the road/river windows and placing them on the map OR using the arrows. Please read the manual because it will greatly simplify the creation (page 141)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:- Is there another way to lay down river and path tiles instead of selecting one by one? Also this is a bit tedious, but no problem, if that is the way to do it I do it.
There is a very convenient way how to add rivers and roads in the editor.

There are basically two ways how to do it - selecting one by one in the road/river windows and placing them on the map OR using the arrows. Please read the manual because it will greatly simplify the creation (page 141)
Thank you and thank you.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Thank you and thank you.
It is much easier with the arrows, isnt it?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:Thank you and thank you.
It is much easier with the arrows, isnt it?
The arrows you mean the arrows in the menu? I'm already used to click the numpad, but it gives me problems as well.

- I had a few times it creates water tiles instead of road tiles while road tiles are selected.

- I had a few dirt roads turns into pavel( ;-) ) roads when using numapad.

- I had a few times different "forms" of road tiles are used then I selected.

- I also have some dirt roads with paved road textures. I will try to find out what I can reproduce and will make a screenshot with examples.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:The arrows you mean the arrows in the menu? I'm already used to click the numpad, but it gives me problems as well.
I am not sure what do you mean by arrows in the menu? What I meant is to use the numpad arrows (numbers) for river creation.
Cablenexus wrote:I had a few times it creates water tiles instead of road tiles while road tiles are selected.
I dont understand what do you mean by this? You selected a road type and once you click the tile it changes the terrain instead of a road?
Cablenexus wrote:I had a few dirt roads turns into pavel( ;-) ) roads when using numapad.
Well, this is a feature:) One of the keys (I think it is 0) changes the road type (dirt/paved). You probably pressed 0?
Cablenexus wrote:I had a few times different "forms" of road tiles are used then I selected.
That's again the point of arrows. Once you use arrows you dont have to use the Road window and tedious selection of specific road type from the list
Cablenexus wrote:I also have some dirt roads with paved road textures. I will try to find out what I can reproduce and will make a screenshot with examples.
I dont understand what do you mean. You have dirt road but it behaves like paved road?
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- Yes the numpad arrows I like to use now.

- Sometimes a dirt road is build, but the texture is a paved road.

- It was building river tiles instead of road tiles, not water tiles, but I cannot repeat it now.

- I worked on the Tenctari & Usipetes part of the map. I added some rivers and roads. I added peace and brother in arms standing with those two smaller tribes. I hope together they can withstand the first attacks of the Roman Empire.
It's very nice to see it all come true. It's using the correct citynames and the AI is doing actually what I expect them to do in this scenario without the need to "code" them or give them specific instructions.
For example the Roman settlers start building roads between their forts and they attack the smaller tribes I mentioned before.

Maybe a simple screen for some of you, but this represent a real part of history. A bloody Roman attack on the Tencteri who flee from the city.
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Some part of the map in action:
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

WAR!!!
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:It was building river tiles instead of road tiles, not water tiles, but I cannot repeat it now.
Hmm that is very odd. If you experience it again, try to reproduce it please. It should be fixed.
Cablenexus wrote:Some part of the map in action:
So you feel that the scenario is done? It seems really nice to try!
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:It was building river tiles instead of road tiles, not water tiles, but I cannot repeat it now.
Hmm that is very odd. If you experience it again, try to reproduce it please. It should be fixed.
Cablenexus wrote:Some part of the map in action:
So you feel that the scenario is done? It seems really nice to try!
It's far from done. I started to name and organize the first two smaller tribes and Rome now. I have to do 14 others ;-)
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

All road errors I got in one overview:
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- Not much to post today, but a lot of progress. I think 50% of the settlements now have custom names. Also 10 out of 17 tribes have diplomatic standings, resources, army placement etc.
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