[Modding] Creating my first scenario

pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I wish there was a way ingame to see the flavor text for other tribes when they are played by AI or other player.
You can tweak the "scenario" tab in the Aggressors library.

Add to your ReosurceTexts.resx file these items

Code: Select all

  <data name="Constants.ScenarioHelps.Hollandv0.63" xml:space="preserve">
    <value>3</value>
  </data>
  <data name="ScenarioHelp.Variant0.Hollandv0.63.Title" xml:space="preserve">
    <value>test1</value>
  </data>
  <data name="ScenarioHelp.Variant0.Hollandv0.63.Text" xml:space="preserve">
    <value>test1 text</value>
  </data>
  <data name="ScenarioHelp.Variant1.Hollandv0.63.Title" xml:space="preserve">
    <value>test2</value>
  </data>
  <data name="ScenarioHelp.Variant1.Hollandv0.63.Text" xml:space="preserve">
    <value>test2 text</value>
  </data>
  <data name="ScenarioHelp.Variant2.Hollandv0.63.Title" xml:space="preserve">
    <value>test3</value>
  </data>
  <data name="ScenarioHelp.Variant2.Hollandv0.63.Text" xml:space="preserve">
    <value>test3 text</value>
  </data>
In the first value specify the number of items you want to have in the scenario tab. For every item create the title and text. Copy and paste it as it is (just add new items or change number of items). The name of this is created automatically from your scenario name. ONce you change your scenario name, the "name" attribute must change as well.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Thanks for all the suggestions. Not much news today. I'm figuring out diplomatic standings and visibility of tribes at scenario start.
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- While working on the relationmemento I notice that in the list some ID's are missing. What happens if no relationmemento is specified?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- Added all tribe descriptions to the library with flavor text.

- Finetuned Rome start position on the map with roads and rivers.

- Added diplomatic standings and knowledge of the map for Roman Empire.

- Changed all units to militia units for Roman Empire.
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- In the save game there is a trade route established between me (Rome) and Chatti tribe by sea. The cities involved are Rigomagus (Rome) and Meteglo (Chatti).
After one turn after a Tenctari army captured my settlement Rigomagus, the trade route is still active from this city to the Chatti tribe.

(save file included)
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- Above situation with trade route corrected itself next turn (probably I was confused since turns can take really long with so many units ;-) and it was still the same turn.
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:- While working on the relationmemento I notice that in the list some ID's are missing. What happens if no relationmemento is specified?
Existence of relationMemento indicates that the country knows about the opponent (it should always be mutual so if you start playing with these, always check that the opponent also have contact with the the first edited player).
If there is no relationMemento, players do not know about each other.
One important rule - there should never ber relationMemento with myself, so bear this in mind.

If you want to set up scenario in such a way that two players do not know each other but you want them to no not have a default relationship once they meet (50% attitude and war), you specify item in futureRelations collection. It is exactly the same but this is used once the players meet and the item is "moved" to relations once they meet.
Hopefully it is understandable now.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:- While working on the relationmemento I notice that in the list some ID's are missing. What happens if no relationmemento is specified?
Existence of relationMemento indicates that the country knows about the opponent (it should always be mutual so if you start playing with these, always check that the opponent also have contact with the the first edited player).
If there is no relationMemento, players do not know about each other.
One important rule - there should never ber relationMemento with myself, so bear this in mind.

If you want to set up scenario in such a way that two players do not know each other but you want them to no not have a default relationship once they meet (50% attitude and war), you specify item in futureRelations collection. It is exactly the same but this is used once the players meet and the item is "moved" to relations once they meet.
Hopefully it is understandable now.
Thank you. The working is clear for me. I might have a question about the numbers itself later. For example if I want the Usipetes and Tencteri really want to set their behavor to Rome to very angry, I set 3 and 3 for example instead of 50/50 for long and short. If I want them to be a vassal of Rome quickly I set their willingness to a number of max 1?
Also the other numbers are max 1? This is a fixed step by step number or a coefficient?
Why are the future relations in the ancient med file all set to -1?
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:For example if I want the Usipetes and Tencteri really want to set their behavor to Rome to very angry, I set 3 and 3 for example instead of 50/50 for long and short.
Lower the numbers are, worse the relationship is. Min is 0, max is 100;
Cablenexus wrote:If I want them to be a vassal of Rome quickly I set their willingness to a number of max 1?
This is a coefficient, not percentage. This coefficient multiplies the weight how much the player wants to join the other one as member not master. You can set it even to number like 2, which will double the chance that this happens. If you set it to numbers lower then 1, it decrease the willingness to join as member, however it has no impact in joining as master.
Cablenexus wrote:Why are the future relations in the ancient med file all set to -1?
If in future relations are numbers set to -1, it means that it will not be taken into account (a.k.a. in this case it will be set to default 50). If you want to specify it already to a certain number (for example you want two countries to be very friendly right after they meet each other) you can specify the numbers. The reason for future relationship in campaign map was to set the loyaltyIncrease and minLoyalty. The rest is ok to default.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Added 5 unique unit sound to the game in Dutch and German on selecting unit. Added cow mow to grass tile ambient sound effect.
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I need some help with the player songs as well.

I added an mp3 file (128kbps) with the Dutch Anthem and I want to play it when starting to play Frisii for example.

I added the mp3 to the music folder and added a line:

<MusicSongMemento id="47" musicFile="Anthem of the Kingdom of the Netherlands.mp3" name="Anthem of the Kingdom of the Netherlands" type="4"/>

I took 47 since it was the first free position.

Now I'm not sure what I have to use for number in "type", I used 4 here since I saw this was used in other songs as well.

Now I added to the Frisii player this:

<playerSongs>
<playerSongs>
<PlayerSongMemento musicSongId="47" songType="1" />
</playerSongs>
</playerSongs>
</PlayerMemento>

However my music is not playing. When I look at the music player it's always the "previous" song (I can see the name in the tooltip).
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I need some help with the player songs as well.
It doesnt work that way. The type number is a number indicating the "situation" of the player when this is played. There are songs which are played when player is in war, in peace, growing, in crisis, etc. This should increase the immersion.

The playerSongs in playerMemento are already played songs (Basically player list). You cannot specify the music which is going to be played for each player.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Here are potential types:

Code: Select all

SUSPICIOUS = 1,
DEVELOPMENT = 2,
GROWTH = 4,
WAR_PREPARATION = 8,
EXPLORATION = 16,
WAR = 32,
AFTER_WAR = 64,
CRISIS = 128
if you want to specify one song for more categories, just add those values together.

SUSPICIOUS and DEVELOPMENT = 3, etc.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:Here are potential types:

Code: Select all

SUSPICIOUS = 1,
DEVELOPMENT = 2,
GROWTH = 4,
WAR_PREPARATION = 8,
EXPLORATION = 16,
WAR = 32,
AFTER_WAR = 64,
CRISIS = 128
if you want to specify one song for more categories, just add those values together.

SUSPICIOUS and DEVELOPMENT = 3, etc.
So this is the line I use:

<PlayerSongMemento musicSongId="47" songType="12" />

Ok, so if I put the song ID (47 in my case) and 8 + 4 = 12 the change it plays when preparing for war and when growth happens are higher?

(The song works btw. I f_o_r_g_o_t the __)
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Ok, so if I put the song ID (47 in my case) and 8 + 4 = 12 the change it plays when preparing for war and when growth happens are higher?
Id has no meaning for the core, it is just an identification number (so it doesnt matter what you set). If you set the type to 12, it will be played (with the others with similar type) when player is growing or is getting ready for war, yes. The status of the current player situation is based on game statistics. It doesnt really make sense to explain on what is it based because it is pretty complicated, just believe that those categories work:)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:Ok, so if I put the song ID (47 in my case) and 8 + 4 = 12 the change it plays when preparing for war and when growth happens are higher?
Id has no meaning for the core, it is just an identification number (so it doesnt matter what you set). If you set the type to 12, it will be played (with the others with similar type) when player is growing or is getting ready for war, yes. The status of the current player situation is based on game statistics. It doesnt really make sense to explain on what is it based because it is pretty complicated, just believe that those categories work:)
Sorry I do not understand fully. There is a type you set in the player profile in scenario file and there is a type in the music file in the holland.ag file.
What's the difference between those types?

If I set for example the type of my anthem at 12 it will play for all players eventually when growth or prepare for war happens?
And when I set 16 for the player it happens when he do exploration?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I also wonder, I just overwrite the 5 new soundeffects over the first 5 human sound effects (1 -5), but can I also add them? And where to I need to specify them?

This is the last for audio I ask ;-)
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I also wonder, I just overwrite the 5 new soundeffects over the first 5 human sound effects (1 -5), but can I also add them? And where to I need to specify them?
This is the last for audio I ask ;-)
It is absolutely fine if you ask, but please be always as specific as possible. What do you mean by soundeffects? Ideally copy over exactly the line you added and isnt working.
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:I also wonder, I just overwrite the 5 new soundeffects over the first 5 human sound effects (1 -5), but can I also add them? And where to I need to specify them?
This is the last for audio I ask ;-)
It is absolutely fine if you ask, but please be always as specific as possible. What do you mean by soundeffects? Ideally copy over exactly the line you added and isnt working.
Sound humans1 till humans5 are used when you select a unit. I changed the time of the soundeffect and I overwrite humans1 -humans5 wav files.
But what if I want to add them instead of overwriting them?
Can I simply add humans29, humans30 etc etc? And give them the next free ID? 728, 729 etc etc
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Can I simply add humans29, humans30 etc etc? And give them the next free ID? 728, 729 etc etc
Absolutely. Add lines line this

Code: Select all

<GameSoundMemento folder="Sounds" file="XXX.wav" id="YYY" length="ZZZ"/>
add add this line to <GameSoundGroupMemento id="11">

Code: Select all

<GameGroupedSoundMemento id="WWW" gameSoundId="YYY" />
this WWW is bound to <ActionGameSoundMemento gameSoundGroupId="
where are specified modelIds for which it is valid
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