[Modding] Creating my first scenario

pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

pavelk wrote:
Cablenexus wrote:- I would like the DELETE button on my keyboard function as remove units in editor.
Yes my lord. Will be done!
Ready for shipping!
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

n0kn0k wrote:
pavelk wrote:
Cablenexus wrote:- I would like the DELETE button on my keyboard function as remove units in editor.
Yes my lord. Will be done!
Hahaha. And while you're at it...
I would like the repair costs lowered in Legendary mode. :mrgreen: :lol: :lol:
No my lord, will not be done. Will make game so difficult in Legendary mode that even n0kn0k cannot win it :mrgreen:
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

n0kn0k wrote:I would like the repair costs lowered in Legendary mode. :mrgreen: :lol: :lol:
Well I cannot really lower just the repair costs. I would need to lower it either in every difficulty or lower the handicap of resources across the board (not just for repair costs).

Btw. I will play the legendary level soon and lets see...
n0kn0k
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Re: [Modding] Creating my first scenario

Post by n0kn0k »

pavelk wrote:
n0kn0k wrote:I would like the repair costs lowered in Legendary mode. :mrgreen: :lol: :lol:
Well I cannot really lower just the repair costs. I would need to lower it either in every difficulty or lower the handicap of resources across the board (not just for repair costs).

Btw. I will play the legendary level soon and lets see...
Lovely! :mrgreen:
I've send you my savegame from 232BC. Try and beat that progress by 232BC :)
I doubt I can do any better myself with V4 atm. :cry:
Edit: I have all options active, except for mixed and invisible research. Speed is on Realistic.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

While playing the game last night I had an error since a long time and I never saw it before:
I can't reproduce it.

2018-07-03 02:03:33ZEmergency saved
Stack Trace [ at Aggressors.UI.MogreForm.Go()
at Aggressors.UI.MogreForm.Run(String[] args)
at Aggressors.UI.Program.Main(String[] args)]
inner exception The pointer passed in as a String must not be in the bottom 64K of the process's address space.
Stack Trace [ at System.String..ctor(SByte* value)
at Mogre.StringVector.Enumerator.get_Current()
at Aggressors.UI.OptionsWindow.Build()
at Aggressors.UI.AggressorsForm.ShowGameOptions()
at Aggressors.UI.AggressorsForm.OptionSelectedFromMainMenu(String id, MyListBoxItem item)
at Aggressors.UI.SelectorWindow.OnListItemClickedDelegate(String id, MyListBoxItem item)
at Aggressors.UI.MiyagiGuiWindow.listBox_SelectedItemIndexChanged(Object sender, EventArgs e)
at Miyagi.UI.Controls.ListControl.OnSelectedIndexChanged(EventArgs e)
at Miyagi.UI.Controls.ListControl.ListSelectedIndexChanged(Object sender, EventArgs e)
at Miyagi.UI.Controls.Elements.ListElement.RaiseSelectedIndexChanged()
at Miyagi.UI.Controls.Elements.ListElement.SelectItems(ListItem[] items)
at Miyagi.UI.Controls.ListItem.set_Selected(Boolean value)
at Miyagi.UI.Controls.Elements.ListElement.OnMouseDown(MouseButtonEventArgs e)
at Miyagi.UI.Controls.ListControl.OnMouseDown(MouseButtonEventArgs e)
at Miyagi.UI.InputInjector.InjectMouseDown(MouseButton mb)
at Miyagi.UI.GUIManager.InputManagerMouseDown(Object sender, MouseButtonEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at Miyagi.Common.InputManager.InjectMouseDown(MouseButton mb)
at Miyagi.Plugin.Input.Mois.MoisInputManager.OnMousePressed(MouseEvent arg, MouseButtonID id)
at MOIS.Mouse.OnMousePressed(MouseEvent arg, MouseButtonID id)
at MOIS.MouseListener_Director.mousePressed(MouseListener_Director* , MouseEvent* arg, MouseButtonID id)
at MOIS.OISObject.Capture()
at Miyagi.Plugin.Input.Mois.MoisInputManager.Capture()
at Miyagi.Common.InputManager.Update()
at Aggressors.UI.AggressorsForm.FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.raise_FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.OnFrameRenderingQueued(FrameEvent evt)
at Mogre.FrameListener_Director.frameRenderingQueued(FrameListener_Director* , FrameEvent* evt)
at Ogre.Root.renderOneFrame(Root* )
at Aggressors.UI.MogreForm.Go()]
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:While playing the game last night I had an error since a long time and I never saw it before
Me neither:) I will have a look. Thank you
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:While playing the game last night I had an error since a long time and I never saw it before
Me neither:) I will have a look. Thank you
Sorry I forget to mention when it happened. It happened when I clciked the "game settings" button (I wanted to lower the music a bit).
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Hi,

New version (Hollandv0.90) is ready and contains a lot of changes. All tribes are balanced now, resources are balanced, all tribes start with two unique technologies. Visibility for tribes is expanded, early food problems and happines problems are fixed.
The list is pretty huge and I will publish it with the new version.

I'm waiting for Aggressors v 5 now to convert the mod to the new version with the new mod tools.

One of the features I implemented last evening (was really easy) is a new technologie and a new goverment administration bound to it.

It's called Tribal Union and it's supposed to fill the gap between Depotism (that has significant influence on the happiness) and the othet state forms.
Tribal Union you can compare to Depotism, but the negative influence is somewhat reduced, so it's a good alternative I think.
tribal.jpg
tribal.jpg (344.02 KiB) Viewed 2677 times
Last edited by Cablenexus on Fri Jul 06, 2018 8:24 am, edited 1 time in total.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Good work! I hope it will be easy to migrate the mod to V5. Once it is in V5 you wont have any big troubles in the future trust me:)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote: Fri Jul 06, 2018 8:20 am Good work! I hope it will be easy to migrate the mod to V5. Once it is in V5 you wont have any big troubles in the future trust me:)
I trust ;-)

I wonder if the AI is looking just to the consequence of the new tech/admin so they will pick it up eventually? I gues so since I see AI players use it already.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote: Fri Jul 06, 2018 8:28 amI wonder if the AI is looking just to the consequence of the new tech/admin so they will pick it up eventually? I gues so since I see AI players use it already.
Absolutely. AI will pick it up and in the next release will also use this government;)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

techcost.jpg
techcost.jpg (114.21 KiB) Viewed 2668 times
- If I set any tech to example at timeLEFT to 5 instead of 10, in the techscreen ingame I only see gold cost displayed in the tech, no techcosts anymore (so you see the tech in grey, need -5 gold). I wonder if it should not display techcosts as well or do I miss something here?
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote: Fri Jul 06, 2018 8:40 am If I set any tech to example at timeLEFT to 5 instead of 10, in the techscreen ingame I only see gold cost displayed in the tech, no techcosts anymore (so you see the tech in grey, need -5 gold). I wonder if it should not display techcosts as well or do I miss something here?
I am not really sure. Was there invention before? Is invention costs displayed for the other technologies?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote: Fri Jul 06, 2018 3:29 pm
Cablenexus wrote: Fri Jul 06, 2018 8:40 am If I set any tech to example at timeLEFT to 5 instead of 10, in the techscreen ingame I only see gold cost displayed in the tech, no techcosts anymore (so you see the tech in grey, need -5 gold). I wonder if it should not display techcosts as well or do I miss something here?
I am not really sure. Was there invention before? Is invention costs displayed for the other technologies?
invention is shown for every tech that is set to 10, all the ones that are set to 5 (timeleft) only show 1 turn and 5 gold. (from the beginning).
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote: Fri Jul 06, 2018 3:33 pminvention is shown for every tech that is set to 10, all the ones that are set to 5 (timeleft) only show 1 turn and 5 gold. (from the beginning).
Ahh I see. The point is that once player's timeLeft is not equal to the timeRequired of technology, it means that he already partially researched the technology (and changed it to another one) but he already paid the costs. In that case it uses the "restartDevelopmentCost" of the technology for resuming the research.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- Now that all bugs (fingers crossed) are gone and the CTD is gone I continue to work at the Holland scenario.

One item I wanted to add since the beginning are cows. But they are just decorative atm. The Frisii in 50 BC made a trade (with Roman Empire and others) selling cow hides. So I wanted to add an extra resource without losing a original one.
It's far from finished, I have to assign a resource item on the map for them and add all texts in the game, but the implementation of the 11th resource itself was very easy with the mod tools.
resource11.jpg
resource11.jpg (74.46 KiB) Viewed 2646 times
resource11lib.jpg
resource11lib.jpg (121.61 KiB) Viewed 2644 times
gwgardner
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Re: [Modding] Creating my first scenario

Post by gwgardner »

Cool idea. What will be the importance or use of cowhides?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

gwgardner wrote: Sun Jul 15, 2018 7:58 pm Cool idea. What will be the importance or use of cowhides?
That is the question I discussed and thought about., but I'm open for suggestions.

There should be a reason to trade them. I will give some units a new condition to build them. They not only need gold and iron to produce, but also cowhides.
Barbarians more then milites for example. That way it make sense to have it as a working resource ingame.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote: Sun Jul 15, 2018 8:05 pm That is the question I discussed and thought about., but I'm open for suggestions.
You can always create a special city improvement (or even building) which will slowly "transform" the cowhides to money (if player has some cowhides)... It should be relatively easy to script (5-10 lines of code).
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

This should be the actual history of the cowhides.
cow2.jpg
cow2.jpg (144.59 KiB) Viewed 2629 times
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