[Modding] Creating my first scenario

Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Yes, I think you are right. Ones start playing Aggressors I don't think there is a way back.

Here is an image of a not so historical accurate cowhide farm:
cow3.jpg
cow3.jpg (272.51 KiB) Viewed 3331 times
I'm experimenting with the new resource. Atm I have a flow of cowhides coming from cows within range 2 from any city. With the cowhides (and other resources) you can start building a cowhide farm. The cowhide farm can transform cowhide to gold, but cost a small amount of food to feed the cows.

The fun part is that it uses the standard animals cows so you can even have cows walking to enemy territory if you move your units onto their tile.
(I have to find out if that's real fun or not).

So I need also a model for the cowfarm that should look somewhat like this image, but in an ancient setting of course:
cowhidefarm.jpg
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- The switching mod feature without restarting Aggressors is still not working correctly for me. It takes the right flags now indeed if you load an ancient rome scenario in the holland mod and vice versa, but it does not take the correct text from the resource text file. So if I load a holland mod scenario from within the ancient mod, I get the introduction texts for the ancient mod and not for holland mod.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote: Mon Jul 16, 2018 11:46 pm inner exception Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index[/i]

So it's always a puzzle where it is related to ;-)
I fixed this. It will not crash anymore for this reason and in the aggressors.log file will be description of what is missing.
Cablenexus wrote: Mon Jul 16, 2018 11:46 pmThe fun part is that it uses the standard animals cows so you can even have cows walking to enemy territory if you move your units onto their tile.
(I have to find out if that's real fun or not).
Well, it definitely sounds fun!:)
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote: Tue Jul 17, 2018 12:33 am - The switching mod feature without restarting Aggressors is still not working correctly for me. It takes the right flags now indeed if you load an ancient rome scenario in the holland mod and vice versa, but it does not take the correct text from the resource text file. So if I load a holland mod scenario from within the ancient mod, I get the introduction texts for the ancient mod and not for holland mod.
True, I logged it.
gwgardner
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Re: [Modding] Creating my first scenario

Post by gwgardner »

A 'tannery' is the name of a place that processes cowhides. May be more realistic sounding than cowhide farm. The worker there would be called a 'tanner.'
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

gwgardner wrote: Tue Jul 17, 2018 10:05 am A 'tannery' is the name of a place that processes cowhides. May be more realistic sounding than cowhide farm. The worker there would be called a 'tanner.'
Thank you for the suggestion. I will change it in the next version.

For now I only have a cowhide trade HUB playing as Frisii :lol:
tradehub.jpg
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- If trading enough resources, the sum of all trades icons are missing a scroll bar:
sum.jpg
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- For this specific trade offers I wish there is a button to alter the trade offer and make a counter suggestion.

For example in this scenario I have plenty of food (or can produce a lot if needed) and I want to make a confederation as the Frisii with the "Lesser" Frissi, the Frisii Occidentlis. I would love to offer them them 20 food, but without having them to pay the 20 stones for it. The only way to do this now is to reject this trade and make that offer myself, hoping they will agree with it.
trade002.jpg
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Last AI was playing his turn, Map was updating, CTD, no error report. Just event log.

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.SetVertexProperties(Mogre.ManualObject, Mogre.Vector3, Mogre.Vector3, Int32, Int32, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Mogre.Vector2, Single, Single, Mogre.Vector4)
at Aggressors.UI.AggressorsForm.RenderVertices(Mogre.ManualObject, Int32, UInt32, Int32, Int32, Int32, Int32, Int32, Int32, System.Nullable`1<UInt32>[,], Boolean)
at Aggressors.UI.AggressorsForm.CreateTerrain(Int32, Int32, Int32, Int32, Int32, System.String, Boolean)
at Aggressors.UI.AggressorsForm.RecreateTerrainsForLod(Int32)
at Aggressors.UI.AggressorsForm.StabilizeTerrain()
at Aggressors.UI.AggressorsForm.UpdateChartSquareChanges(Aggressors.StateClasses.ChartSquareChangedCollection, Boolean, Boolean)
at Aggressors.UI.RunMethodChartSquareChangedCollectionEffect.RunEffect()
at Aggressors.UI.UnitEffect.TryRunEffect()
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect()
at Aggressors.UI.AggressorsForm.RunEffects(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[])
AUTOSAVE Frisii - 36 BC.rar
(301.82 KiB) Downloaded 118 times
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I'm happy how the AI is building roadnetworks now:
roads.jpg
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote: Wed Jul 18, 2018 1:36 pm Last AI was playing his turn, Map was updating, CTD, no error report. Just event log.

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.SetVertexProperties(Mogre.ManualObject, Mogre.Vector3, Mogre.Vector3, Int32, Int32, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Aggressors.UI.TileHelper, Mogre.Vector2, Single, Single, Mogre.Vector4)
at Aggressors.UI.AggressorsForm.RenderVertices(Mogre.ManualObject, Int32, UInt32, Int32, Int32, Int32, Int32, Int32, Int32, System.Nullable`1<UInt32>[,], Boolean)
at Aggressors.UI.AggressorsForm.CreateTerrain(Int32, Int32, Int32, Int32, Int32, System.String, Boolean)
at Aggressors.UI.AggressorsForm.RecreateTerrainsForLod(Int32)
at Aggressors.UI.AggressorsForm.StabilizeTerrain()
at Aggressors.UI.AggressorsForm.UpdateChartSquareChanges(Aggressors.StateClasses.ChartSquareChangedCollection, Boolean, Boolean)
at Aggressors.UI.RunMethodChartSquareChangedCollectionEffect.RunEffect()
at Aggressors.UI.UnitEffect.TryRunEffect()
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect(Aggressors.UI.UnitEffect)
at Aggressors.UI.UnitEffect.ExecuteEffect()
at Aggressors.UI.AggressorsForm.RunEffects(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[])

AUTOSAVE Frisii - 36 BC.rar
Was grid turned on?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote: Was grid turned on?
No. But I turned it on and off in this game to test if I got the same previous error with the grid, but that was not the case.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Actual cowfarm (will be probably called Tannery as suggested by gwgardner), mechanism is working now. Also I'm able to change the texture for a newly created model now so I can implement more ideas I have in mind.

Cowfarm will probably produce convert cowhides to gold at the cost of food.


Tannery model image is just a placeholder atm
cowhide002.jpg
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I still have an issue with the cost in knowledge not shown when the tech is set to timerequired to 5. (It should cost 16,5 in knowledge and thus it should shown a minus number in the upper bar).
tech003.jpg
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote: Thu Jul 19, 2018 9:55 pmI still have an issue with the cost in knowledge not shown when the tech is set to timerequired to 5. (It should cost 16,5 in knowledge and thus it should shown a minus number in the upper bar).
Isnt this viewtopic.php?f=520&t=85698&p=734310&hi ... ft#p734310 the explanation?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote: Fri Jul 20, 2018 5:33 am
Cablenexus wrote: Thu Jul 19, 2018 9:55 pmI still have an issue with the cost in knowledge not shown when the tech is set to timerequired to 5. (It should cost 16,5 in knowledge and thus it should shown a minus number in the upper bar).
Isnt this viewtopic.php?f=520&t=85698&p=734310&hi ... ft#p734310 the explanation?
Yes, it is, and this is set to 5 gold indeed. The problem is, the icon is correct, I have the 5 gold, but I can't click the tech. Nothing happens.

<TechnologyMemento id="27" name="Technology.Coinage" bitmapFile="Technology.Coinage.png" minimalTimeRequired="3" mixRange="1" maxPredecessors="2" level="2">
<developmentCost timerequired="10" sizeCoefficient="1.03">
<resources>
<PlayerResourceMemento id="8" value="-16" />
<PlayerResourceMemento id="1" value="-2" />
</resources>
</developmentCost>
<restartDevelopmentCost timerequired="1">
<resources>
<PlayerResourceMemento id="1" value="-5" />
</resources>
</restartDevelopmentCost>
<needTechnogyIds>
<int>2</int>
<int>6</int>
</needTechnogyIds>
<mandatoryPredecessorsIds>
<int>1</int>
</mandatoryPredecessorsIds>
</TechnologyMemento>



in scenario

<PlayerTechnologyMemento timeLeft="5" technologyId="27" />
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Please send me that save file
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Frisii United

(Sorry for the lack of updates, I'm only playing, playing and playing and testing the game. It seems I have issues with my GPU and Steam version. I don't have the same situation as gwgardner either since I do not have integrated GPU, only the GTX960, anyway the v6 non Steam works perfectly for me with a special log file enabled in the .exe).
conf002.jpg
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

After I signed the federation treaty, the Frisiavones asked me to cancel peace with the wes frisii:
conf003.jpg
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Hi,

It's the second week "only" playing my Holland mod and bugtesting the mod and the game. I have a very nice game going on myself take takes a lot of time to play and so I was not very active modding.

I will start continue the mod project after I finish this game. I try to create a North vs. South scenario by playing as the Frisii. At the end I hope that the map turns just Red (Roman Empire) and Blue (Frisii).

The scenario is setup, there are starting towns and there are starting units and abilities per tribe. But the scenario is not scripted. That means the ingame AI does most of the work and is pretty good in it.
That also means that the scenaio never plays exactly the same. There are 19 tribes and every game they make different choices for federations etc. Some will be vanghuised from the map early (first 50 years) and some will be unexpected strong.

The mod at this moment is fullt playable in Aggressors v 7 already and offers:

- A gigantic map. 89 x 89 tiles.
- 19 tribes (for example: Frisii, Nervi, Menapii).
- Over 400 citynames (inspiration taken from Peutinger Atlas).
- Historical starting positions for tribes and Roman Lymes.
- New resource added. Cowhides.
- Custom flags and coat of arms.
- Hundreds of custom army names (existing of names taken from famous places and findings from that time).
- Deep tactical play with loads if units and cities.
- Custom soundeffects for greetings in Dutch and German.
- Custom soundtrack: Dutch anthem patriot edition.
- Cow sounds and cow models (thank you Pavel for the custom model).
- First objective added for Frisii.
- Entries for all tribes in the library
- New technology and new state forms added: Tribal Union (To fill the gap between Depotism and Monarchy).
- Custom scale used in KM. and amount of citizens in towns.

Current version Holland mod 0.90b

RED VS. BLUE
redblue.jpg
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