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My only grief with that is that any screenshot sent to us will no longer give us that information
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That's the date I mentioned. You mean that's exactly the date of the oldest messages you have? Which one is your oldest message from me? If you tell me that I can copy paste previous useful information, which you should have asked instead of keeping asking the same things over and over again.
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Just was looking at structure tree for Spartans. I saw that there were palisade spikes, and saw that they slowed and injured cavalry. Shouldn't they also slow, and maybe injure a little bit, infantry? You probably wouldn't want to rush through spikes, and if they are close together, it would be hard to. Also, is there a way for the game to pick random, so like if a unit is going through, it picks random whether the unit gets hurt, and if the unit does, it picks a random value between like 1-2.5, and applies it
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Exactly, having the sword on that side is for aesthetic reason. Same for the apron, but I actually want it to appear only every now and then, don't know how to achieve that in the actor file.
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I'm thinking now that the target area idea I proposed could have the modifiers "target reset" and "cycle reset" (the latter solving what's being discussed). Without modifiers, area targeting resources would make the selected units first focus on them, and continue gathering the same resource around, as usual. With the "target reset" modifier, only the resources inside the selected area are targeted, nothing outside it. With the "cycle reset" modifier, the selected gatherer randomly chooses between the targeted resources after reaching a dropsite. Some of these would have uses in combat also, for example when selecting ranged units and area targeting some enemy units with the "cycle reset" modifier, each missile would be aimed at a random targeted unit, acting as an "aim at will" command to homogeneously weakening them, instead of attacking some unit until it dies and then switching.
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