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Silier

WFG Retired
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Posts posted by Silier

  1. WARNING: current language = en_UM
    
    WARNING: fallback language = en
    
    WARNING: index -1
    
    WARNING: supported base names = ["en_US", "ab", "ach", "ady", "af", "ar", "ar_EG", "ar_IQ", "ar_SA", "ast", "az", "bar", "be", "bg", "bn", "br", "ca", "cs", "cy", "da", "de", "dv", "dz", "el", "en_GB", "eo", "es", "es_AR", "es_CL", "es_MX", "et", "eu", "fa", "fi", "fil", "fo", "fr", "fr_CA", "frp", "ga", "gd", "gl", "grc", "gu", "he", "hi", "hr", "hsb", "hu", "hy", "id", "is", "it", "ja", "jbo", "jv", "ka", "kk", "km", "kn", "ko", "krl", "ku", "kw", "ky", "la", "lb", "lo", "long", "lt", "lv", "lzh", "mk", "ml", "mn", "mr", "ms", "mt", "my", "nb", "ne", "nl", "nso", "oc", "or", "pa", "pl", "ps", "pt_BR", "pt_PT", "ro", "ru", "ru_UA", "sa", "sc", "sd", "si", "sk", "sl", "so", "sq", "sr", "su", "sv", "sw", "szl", "ta_IN", "te", "tg", "th", "tk", "tr", "tt", "uk", "ur", "uz", "vi", "xh", "zh", "zh_SG", "zh_TW"]

    fallback language actually is not in supported base names, other language but the same issue

    currentLocaleDict = Engine.GetFallbackToAvailableDictLocale(Engine.GetCurrentLocale());
    baseNames = Engine.GetSupportedLocaleBaseNames();
     

  2. Following change may break some mods:

    For security reasons planing to restrict access for ReadFile, ReadFileLines, WriteJSONFile, ReadJSONFile, ListDirectoryFiles, FileExists to the following folders/files: 

    "gui, simulation, maps, campaigns, saves/campaigns, config/matchsettings.json, config/matchsettings.mp.json"
    adding "moddata" if some mods need to access and ship custom files that don't fit into other locations mentioned above

     

    (https://code.wildfiregames.com/D4617)

    • Like 3
    • Thanks 1
  3. there is over 20 places in code telling the configuration file along with the scope "user".
    the "user" scope is bound by default to "config/user.cfg"
    unless you would specify new configuration file for the scope, you will not read configuration from other file than default so setting file path in those functions is pointless and you lost access to stored configuration after restart

    basically this https://code.wildfiregames.com/D4616

  4. Hi and thank you for the detailed feedback.

    Just to answer several points about ai training or not training certain units. Currently how it works is that It has defined certain categories/classes and just picks unit with the best stats inside those.

     

    For the placing of warehouse and barn, it tries to put them to the best spot taking to account all resources around, it doesn't place them specifically for wood e..g but for all wood, stone and metal. Also it does not know if there is hill, the resource map for ai is flat.

    For food storage. It is just to place it in way so there will be space around for fields.

    • Like 1
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