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Re: [Modding] Creating my first scenario

Posted: Tue Aug 28, 2018 11:42 pm
by Cablenexus
gwgardner wrote: Tue Aug 28, 2018 9:41 pm Frisii Occidentales have a VERY difficult situation, since they don't have trade, and don't have any coal or iron mines. They either have to immediately go on the offensive to take some mines, or do some heavy-duty trading with their stone surplus. They also start off with very low population and few cities.

Suggest they either be given coal and iron mines, or they be given trading knowledge at startup. Perhaps also larger cities or enough fields and forests to sustain a high birth rate slider.

[I confess that right now I'm confused, is knowledge of trading needed for a trade route, or only visibility of cities?]
Thank you again for the tribe feedback. I take all into consideration.

Yes, I think to be able to trade the only condition is you have at least two cities of two tribes seeing each other without FOG.
The "trading" treaty is just to share lands for foreign trade routes. The trade tech is to be able to improve a city to a trade center (less costs more production).

Re: [Modding] Creating my first scenario

Posted: Wed Aug 29, 2018 2:29 am
by Cablenexus
One day before release I want to thank you Kubat and Slitherine that I was part of the beta test and thank you so much for all the support while I was making my first mod, even before the game was released.

And this time a special thank you to Helimadora. As I understand without her the game was not possible in the state it is now. Can you imagine those thousands lines of text she had to write and how demanding we were in beta?

The next project I start working on (I keep working on Holland scenario as well, really!) I make specially for Helimadora and will be a mysterious scenario, and it will not be always clear what is real and what is a myth.

Sneak peak (actual ingame UI):

announcement.png
announcement.png (70.53 KiB) Viewed 1984 times

Re: [Modding] Creating my first scenario

Posted: Wed Aug 29, 2018 7:07 am
by pavelk
Cablenexus wrote: Wed Aug 29, 2018 2:29 amAnd this time a special thank you to Helimadora. As I understand without her the game was not possible in the state it is now. Can you imagine those thousands lines of text she had to write and how demanding we were in beta?
That is absolutely true! She was in the background most of the time but the amount of work she carried out on the game was extraordinary. For example the manual is a great work and it is all her work (I honestly didnt touch it even once).
Cablenexus wrote: Wed Aug 29, 2018 2:29 ammysterious scenario, and it will not be always clear what is real and what is a myth.
Wow, that sounds really great! I am looking forward to that and I am especially curious about "what is real and what is a myth":)
You know that I am happy to help you out if you need anything.

Re: [Modding] Creating my first scenario

Posted: Wed Aug 29, 2018 8:18 am
by helimadora
:) Thank you Cablenexus. I already cant wait to see more from Atlantis - I love fantasy and myths. And SECRETS! You are our modding star!! :)

Re: [Modding] Creating my first scenario

Posted: Thu Aug 30, 2018 3:21 pm
by gwgardner
Cablenexus wrote: Tue Aug 28, 2018 1:04 pm The Holland mod is now avaible to download from Dropbox as well:

https://www.dropbox.com/s/hfacka0my3egk ... d.rar?dl=0

Please be aware that we are still in closed beta till august 30 so keep files and links private please.

I would love someone to try out the non Steam version of the mod and if the README is clear and the installation is easy.
Just installed the Slitherine version, install of Holland mod and scenario was easy.

Frisiavones: no stone quarries, no fields, so both stones and food are scarce/negative. Also no trade possibility at start. Suggest either give them trade possibilities or fields and quarry.