[Release]Holland -Battle over Rhenus 50 B.C.
Posted: Fri Jun 22, 2018 8:55 pm
Hi all,
I can send you a private dropbox link if you want to help me testing the Holland scenario I started making a few weeks ago.
Let me know in the comments or send me a PM in the forums so I can send it to you.
There is hundreds of hours put into the scenario. Not only making it, but doing research, reading, painting, testing and of course beta testing the editor tools and experiment with it. And adding hundreds of unit and citynames of course.
I will be greatful for everyone who wants to try and all feedback is more then welcome. Only Pavel and myself saw it so far.
There are a few parts that are unfinished and I show them in the TO DO list at the end of this document.
I would really like to hear feedback on the following parts myself:
- Graphics overall. Terrain, banners and added icons etc.
! Setting the saturation slider ingame to 110% gives a more colorfull image if you think it's to "grey" !
- Performance. Can you really play the game, make a lot of turns mid/end game and does it crash?
- Do you experience issues that are not in the main game?
- Do the right tribe portraits, icons, unit and citynames pop up?
Of course if you want to provide feedback about map setup and balancing it is very welcome as well, but please note that I was not able to fine tune this part yet.
Also the techs and units assigned per tribe and the resources amount are just for testing. It's all in the to do list.
TO DO
- Assigning specific units per tribe
- Fine tune starting resources and techs per tribe
- fine tuning diplomatic standings between tribes
Thank you for your help with testing and enjoy!
INSTRUCTIONS:
FIRST MAKE A BACKUP OF YOUR ORIGINAL ANCIENT ROME MOD FOLDER!!!
- Download the dropbox file.
- Unzip the dropbox rar file.
- Copy the whole Hollandv0.63 folder in your own scenario folder.
C:\Users\YOURNAME\Documents\My Games\Aggressors Ancient Rome\Scenarios
- Now duplicate you Ancient Rome mod.
D:\Program Files (x86)\Kubat Software\Aggressors Ancient Rome\Bin\Mods\ancient_rome
You now have two ancient_rome mods.
- Rename the duplicate to holland (no capitol).
- Go into the newly named holland folder and delete the ancient_rome .ag file
- Copy the contents of the holland mod you just unzipped into the new holland folder in your Aggressors mod folder. OVERWRITE everything if prompted.
- Start the game normally and select MOD. Select holland mod and wait a few seconds so it's loaded. You can see the right corner of the screen name change.
- Now QUIT Agressors. And start Agressors again. Otherwise it will not work. Aggressors will now start with the holland mod.
(In v4 you have to do this when you change back to Rome mod as well).
- Select new game (NOT load game) and play.
Sorry for the hazzle. It will be all more easy in the future.
Thank you for your time.
*PLEASE NOTE that also the MOD/Scenario is under NDA*
I also put a list here with all terrain changes. It's never just a single change what makes the map looks different.
There is a lot of work involved since all objects also have to fit all textures etc.
Here a list to keep track on all changes I made so far. Just to show there is no magic button to change the graphics with a simple tweak.
- Made the plains a bit darker. Change hue levels.
- Made the grass a bit lighter and less green. Less saturated. Change hue levels. (specially roads are better visible now)
- Antialiased the trees and made them darker.
- Add orange and brown small trees (for diversity and less repetetiveness).
- Smoothed all coast and border edges.
- Smoothed the mountains and make the colors more inline with the enviroment (this was specially for the Holland scenario since we do not have real mountains here).
- Added a more detailed object selector.
- Made the stone mine lighter.
- Reversed grass and plain color in terrain overlay (simple line in ag file) to make grass light green and plains dark green as in the map itself. It was reversed that was confusing.
- Added small real grass in green, light green and grey
- Change the goldmine from yellow to gold
- Made the coal and iron mine darker (distinct better from terrain)
- Made the watchtower brighter
- Made the wood in the fort brighter and less colorfull and the stones darker so there is an artificial lightening effect.
- Made the rivers more in color of the sea, so much darker.
- Reworked the whole scrub texture and sand texture to give them more detail
- Removed fade edges from borders and made them much smaller
- Added shells on coastlines
- Added cows
- Lowered amount of fooliage on grass and plain tiles significant (almost 50%)
- Added some darker forest trees (more diversity in groups)
I can send you a private dropbox link if you want to help me testing the Holland scenario I started making a few weeks ago.
Let me know in the comments or send me a PM in the forums so I can send it to you.
There is hundreds of hours put into the scenario. Not only making it, but doing research, reading, painting, testing and of course beta testing the editor tools and experiment with it. And adding hundreds of unit and citynames of course.
I will be greatful for everyone who wants to try and all feedback is more then welcome. Only Pavel and myself saw it so far.
There are a few parts that are unfinished and I show them in the TO DO list at the end of this document.
I would really like to hear feedback on the following parts myself:
- Graphics overall. Terrain, banners and added icons etc.
! Setting the saturation slider ingame to 110% gives a more colorfull image if you think it's to "grey" !
- Performance. Can you really play the game, make a lot of turns mid/end game and does it crash?
- Do you experience issues that are not in the main game?
- Do the right tribe portraits, icons, unit and citynames pop up?
Of course if you want to provide feedback about map setup and balancing it is very welcome as well, but please note that I was not able to fine tune this part yet.
Also the techs and units assigned per tribe and the resources amount are just for testing. It's all in the to do list.
TO DO
- Assigning specific units per tribe
- Fine tune starting resources and techs per tribe
- fine tuning diplomatic standings between tribes
Thank you for your help with testing and enjoy!
INSTRUCTIONS:
FIRST MAKE A BACKUP OF YOUR ORIGINAL ANCIENT ROME MOD FOLDER!!!
- Download the dropbox file.
- Unzip the dropbox rar file.
- Copy the whole Hollandv0.63 folder in your own scenario folder.
C:\Users\YOURNAME\Documents\My Games\Aggressors Ancient Rome\Scenarios
- Now duplicate you Ancient Rome mod.
D:\Program Files (x86)\Kubat Software\Aggressors Ancient Rome\Bin\Mods\ancient_rome
You now have two ancient_rome mods.
- Rename the duplicate to holland (no capitol).
- Go into the newly named holland folder and delete the ancient_rome .ag file
- Copy the contents of the holland mod you just unzipped into the new holland folder in your Aggressors mod folder. OVERWRITE everything if prompted.
- Start the game normally and select MOD. Select holland mod and wait a few seconds so it's loaded. You can see the right corner of the screen name change.
- Now QUIT Agressors. And start Agressors again. Otherwise it will not work. Aggressors will now start with the holland mod.
(In v4 you have to do this when you change back to Rome mod as well).
- Select new game (NOT load game) and play.
Sorry for the hazzle. It will be all more easy in the future.
Thank you for your time.
*PLEASE NOTE that also the MOD/Scenario is under NDA*
I also put a list here with all terrain changes. It's never just a single change what makes the map looks different.
There is a lot of work involved since all objects also have to fit all textures etc.
Here a list to keep track on all changes I made so far. Just to show there is no magic button to change the graphics with a simple tweak.
- Made the plains a bit darker. Change hue levels.
- Made the grass a bit lighter and less green. Less saturated. Change hue levels. (specially roads are better visible now)
- Antialiased the trees and made them darker.
- Add orange and brown small trees (for diversity and less repetetiveness).
- Smoothed all coast and border edges.
- Smoothed the mountains and make the colors more inline with the enviroment (this was specially for the Holland scenario since we do not have real mountains here).
- Added a more detailed object selector.
- Made the stone mine lighter.
- Reversed grass and plain color in terrain overlay (simple line in ag file) to make grass light green and plains dark green as in the map itself. It was reversed that was confusing.
- Added small real grass in green, light green and grey
- Change the goldmine from yellow to gold
- Made the coal and iron mine darker (distinct better from terrain)
- Made the watchtower brighter
- Made the wood in the fort brighter and less colorfull and the stones darker so there is an artificial lightening effect.
- Made the rivers more in color of the sea, so much darker.
- Reworked the whole scrub texture and sand texture to give them more detail
- Removed fade edges from borders and made them much smaller
- Added shells on coastlines
- Added cows
- Lowered amount of fooliage on grass and plain tiles significant (almost 50%)
- Added some darker forest trees (more diversity in groups)