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.