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Is there a simple list of all the things they are changing for version 29?
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By real_tabasco_sauce · Posted
I think it is pretty nice! and you can presumably share custom hotkey setups as a .txt file. I think it is useful, and simple enough that it fits with the existing intrastructure. -
By Frederick_1 · Posted
Did this waterfall item change in update 0.28? I made a map using it. The eyecandy waterfalls are there in 0.27 but are missing when loaded in 0.28. Opening the map in atlas editor I can see them but not select or handle them. The section of xml-file is: <Entity uid="10404"> <Template>actor|geology/geo_waterfall_double.xml</Template> <Position x="1155.12537" z="847.9823"/> <Orientation y="-2.01528"/> <Actor seed="1508"/> </Entity> -
@Thalatta I really like the resource. I find it a bit hard to read and fully understand, but here's my Scenario 1 based on the first chapters. SCENARIO 1 – UNITE THE TRIBES (Inspired by Appian, §61-62) Element Detail Objective Rally the Lusitanian tribes to build an army. Context After Galba's massacre, 10,000 survivors are in hiding. You must convince them to follow you. Hero Viriathus (leader). Potential Allies Belli, Titthi, Vettones (Celtiberian tribes). Enemy Gaius Vetilius (Roman general) – 10,000 legionaries. Historical inspiration Viriathus saved his surrounded army by a ruse : he scattered his troops and harassed the Romans with swift cavalry. 0 A.D. mechanics Build your base, defend against Roman attacks, send emissaries (or troops) to convince nearby villages to join you. Victory condition Gather at least 4 allies on 6 and repel Vetilius' army.
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By guerringuerrin · Posted
I've been working on a new feature to add to the game. The idea is to provide an easy way to preserve our hotkeys, create templates, and quickly switch between them. Potentially export presets into a plain text file. I currently have a basic implementation that covers the minimum functionality: duplicating and deleting hotkey presets, while always keeping a Default Preset as a baseline. The presets are stored in binaries\data\mods\public\moddata\hotkeypresets.json (in theory, this would be mods/user in a compiled redistributable version). Just like with user.cfg, this .json file only stores hotkeys that differ from the default hotkeys. Initially, I wanted to use an INI-style file structure, but I'm not sure if there is an equivalent function to WriteJSONFile for that. I chose this location because it is already included in the whitelist, so I can avoid making changes to the Engine. I also didn't want to use user.cfg and add dozens of extra lines to it. So basically, the code adds a .json file that stores, reads, and modifies hotkey presets, and then copies/applies the active hotkeys to user.cfg. As for mods that interact with hotkeys, the idea is to change the current workflow as little as possible. So if there are any details I should take into account from a modding perspective, please let me know. Do you think this functionality would be useful to have? And, especially for the devs, does this seem like an appropriate approach, or would you recommend a better alternative?
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