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Re: [Modding] Creating my first scenario
Posted: Tue Jun 12, 2018 6:56 pm
by Cablenexus
Where is the currentlyResearchedTechnologyId="0" for in Palyermemento?
Re: [Modding] Creating my first scenario
Posted: Tue Jun 12, 2018 6:58 pm
by pavelk
Cablenexus wrote:"Try to play with value aggressiveness in PlayerBasicAIDataMemento. It can be a value between 1-7."
There is also a player ID shown there. Where is it for?
I think you are talking about the subelements of PlayerBasicAIDataMemento called ForeignRelationActionMemento - those are information AI keeps about the opponents. I recommend to leave them as they are and change just the aggressiveness in the PlayerBasicAIDataMemento itself
Cablenexus wrote:Where is the currentlyResearchedTechnologyId="0" for in Palyermemento?
Where is it or what is it for?
Re: [Modding] Creating my first scenario
Posted: Tue Jun 12, 2018 7:00 pm
by Cablenexus
I also need some help to understand the numbers in
<RelationMemento longRelation="50" shortRelation="50"
Re: [Modding] Creating my first scenario
Posted: Tue Jun 12, 2018 7:01 pm
by Cablenexus
pavelk wrote:Cablenexus wrote:"Try to play with value aggressiveness in PlayerBasicAIDataMemento. It can be a value between 1-7."
There is also a player ID shown there. Where is it for?
I think you are talking about the subelements of PlayerBasicAIDataMemento called ForeignRelationActionMemento - those are information AI keeps about the opponents. I recommend to leave them as they are and change just the aggressiveness in the PlayerBasicAIDataMemento itself
Cablenexus wrote:Where is the currentlyResearchedTechnologyId="0" for in Palyermemento?
Where is it or what is it for?
What it is for. Some have zero, some have 2
Re: [Modding] Creating my first scenario
Posted: Tue Jun 12, 2018 7:03 pm
by Cablenexus
playerId="10" aggressiveness="3"
I hinted to this line. Player ID is the same for most nations, but some have different number (6)
Re: [Modding] Creating my first scenario
Posted: Tue Jun 12, 2018 7:07 pm
by pavelk
Cablenexus wrote:I also need some help to understand the numbers in
<RelationMemento longRelation="50" shortRelation="50"
You can change this in the diplomacy window in game (when you are in editor) - those sliders for attitude are moveable.
Basically higher the value better the relationship. Long relation is slowly changing indicator which is more important for most of the actions, Short relation is faster changing indicator more important for things which are not that crucial.
playerId - never mind that, it is a leftover which should not be there. It is useless there. I will remove it.
Re: [Modding] Creating my first scenario
Posted: Tue Jun 12, 2018 11:07 pm
by Cablenexus
Made only a little progress today. Was busy with writing a text for the devlog where my scenario will be mentioned

and I was playing my own scenario and lost myself in it.
Yesterday I setup the Texuandri who are allowed to live next to the Tungri. Today I give Tungri a fine tuning update.
The Tungri, some say, are the real Germani, the first Germanic tribes who landed in the area. By the Roman empire mentioned as Civitas Tungrorum.
Like the Texuandri, it was said there ancestors are the Eburones who lived in their lands before.
There is a rich history with surrounding tribes and stands towards Romans, but I don't want to copy paste complete wiki links into the game.
So I take some names and situations that fits the gameplay setting at some point and leave the rest to the imagination of the player.
I will post the screenshot tomorrow morning. It's only partly finished.
Re: [Modding] Creating my first scenario
Posted: Wed Jun 13, 2018 10:19 am
by pavelk
Here are the instructions how to create/export and import your own mod
http://www.slitherine.com/forum/viewtop ... 60#p729183
Couple of notes to your scenario file
---------------------------------------------
- if you want to use the new cow models (not just the textured deers), you need to remove your ambientUnits from scenario file. This will regenerate all the ambient units.
- I would probably remove the reports from the scenario file.
- if you want to remove/decrease number of deers on the map, you can do it in your own mod file (in AmbientModelMemento find AmbientModelTerrainPresenceMemento and decrease percentages)
I will send you the new cow model by email.
Re: [Modding] Creating my first scenario
Posted: Wed Jun 13, 2018 1:09 pm
by Cablenexus
Correct cow implemented already. Thank you very much for this. Now it's real Frisii dealing in cow hides.
Re: [Modding] Creating my first scenario
Posted: Wed Jun 13, 2018 1:24 pm
by Cablenexus
This is how you name units:
<string>Victrix I Tausius</string>
<string>Victrix II Tausius</string>
<string>Victrix III Tausius</string>
<string>Victrix IV Tausius</string>
<string>Victrix V Tausius</string>
<string>Victrix VI Tausius</string>
<string>Flumines I Cum Ferrum</string>
<string>Flumines II Cum Ferrum</string>
<string>Flumines III Cum Ferrum</string>
<string>Flumines IV Cum Ferrum</string>
<string>Flumines V Cum Ferrum</string>
<string>Flumines VI Cum Ferrum</string>
<string>Silva I Tungrorum</string>
<string>Silva II Tungrorum</string>
<string>Silva III Tungrorum</string>
<string>Silva IV Tungrorum</string>
<string>Silva V Tungrorum</string>
<string>Silva VI Tungrorum</string>
<string>Terra I Tungrorum</string>
<string>Terra II Tungrorum</string>
<string>Terra III Tungrorum</string>
<string>Terra IV Tungrorum</string>
<string>Terra V Tungrorum</string>
<string>Terra VI Tungrorum</string>
This is how adding unit names looks like.
I choose a Latin word that fits the setting or environement, a Latin number symbol and a Latin/Roman name specifically for the tribe.
These can be famous settlements, forts, famous resource mines, temples, gods, heroes in battle etc etc
Above example is for the Tungri. Tungrorum is there Roman group name. Cum ferrum is a reference to the Spa's they had which where very Iron rich. Tausias was a Roman soldier with Tungrian roots who defeated emperor Pertinax.
Re: [Modding] Creating my first scenario
Posted: Wed Jun 13, 2018 3:21 pm
by Cablenexus
- A good advice I write down here is when you start edit your AG files always be sure you make a backup of the last working version. This is def something I have to notice in my guide.
I made the editor crash or the game unable to start up twice and this was not a programs fault. It was my own fault. Once I wrote -- in front of a color code instead of -
And now I set the min amount of trees on a certain tile higher then the max amount. The loading bar simply didn't passed the 0 %, It's not nice to find it out the hard way. Make save files always!!
Re: [Modding] Creating my first scenario
Posted: Wed Jun 13, 2018 4:34 pm
by pavelk
Cablenexus wrote:And now I set the min amount of trees on a certain tile higher then the max amount.
This is the problem. Maybe the game should be as robust to these "absurd" inputs to handle this as well. Ideally it would crash with very specific message like "you set minimum higher..." or not crash at all and simply set the maximum to minimum...
Unfortunately to have such a robust application with thousands of inputs, it is heroic task...
Re: [Modding] Creating my first scenario
Posted: Wed Jun 13, 2018 5:59 pm
by Cablenexus
- I was not really happy with the terrain from the beginning for the Holland scenario. For the status of the tile the swamp tile fits perfectly, but the real situation was sandy tiles with much water on it. That is why the Frisii build terps on top of them and actually drained the tiles to what became Holland later. The swamps has water animation as well now.
- We also don't have any mountains in Holland, but for hte scenario is it important to have them from a strategical point of view. So I decide to change the texture in a more Hill like texture.
- I also added beaches near coastlines.
- together with the cows Pavel gave me I'm very happy with the results myself. I will continue building the tribe setups, unitnames and flavor text for the tribes tonight.
Re: [Modding] Creating my first scenario
Posted: Wed Jun 13, 2018 6:08 pm
by Cablenexus
Mare Frisicum
Re: [Modding] Creating my first scenario
Posted: Wed Jun 13, 2018 8:02 pm
by Cablenexus
Since I was only doing graphics today, I also modded the selector. But I have to find out how to get the right selector at the right place.
Re: [Modding] Creating my first scenario
Posted: Wed Jun 13, 2018 9:58 pm
by Cablenexus
- But why they all speak English? I had to do something about it. I wrote a few lines of text in Dutch and German, I used a free text to speech app to convert the text to wav files. I checked with the free open source audio editor "Audacity" what the exact length of the file is and added them to the game. I wonder of there is a random ambient sound file where I can add my MUHA for the cow.
Re: [Modding] Creating my first scenario
Posted: Thu Jun 14, 2018 5:02 pm
by Cablenexus
Cablenexus wrote:pavelk wrote:Cablenexus wrote:"Try to play with value aggressiveness in PlayerBasicAIDataMemento. It can be a value between 1-7."
There is also a player ID shown there. Where is it for?
I think you are talking about the subelements of PlayerBasicAIDataMemento called ForeignRelationActionMemento - those are information AI keeps about the opponents. I recommend to leave them as they are and change just the aggressiveness in the PlayerBasicAIDataMemento itself
Cablenexus wrote:Where is the currentlyResearchedTechnologyId="0" for in Palyermemento?
Where is it or what is it for?
What it is for. Some have zero, some have 2
Can you explain this one to me?
Re: [Modding] Creating my first scenario
Posted: Thu Jun 14, 2018 5:05 pm
by pavelk
Cablenexus wrote:Can you explain this one to me?
I am not sure what is the question you are asking. Are you asking what is the currentlyResearchedTechnologyId for? It is the ID of the currently researched technology for particular player
Re: [Modding] Creating my first scenario
Posted: Thu Jun 14, 2018 5:06 pm
by pavelk
Cablenexus wrote:I wonder of there is a random ambient sound file where I can add my MUHA for the cow.
Unfortunately, the animals do not have sounds...
Re: [Modding] Creating my first scenario
Posted: Thu Jun 14, 2018 5:13 pm
by Cablenexus
pavelk wrote:Cablenexus wrote:Can you explain this one to me?
I am not sure what is the question you are asking. Are you asking what is the currentlyResearchedTechnologyId for? It is the ID of the currently researched technology for particular player
The one that he is CURRENTLY researching? Or the last one researchED? I probably was confused with the list below.
- Also, isn't their an ambient sound for flying animals? I hear them.
- Also is their a tech needed to be able to drain? Is that part of the field and/or farm technology?