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FeXoR

WFG Retired
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Posts posted by FeXoR

  1. THX for the reply!

    The problem was within my file and it's fixed now.

    However, the building orientation IS inside the grid the AI and the start orientation in-game uses, but there are still the 4 possibilities.

    Well, not a big issue since it works fine now.

    I did many things very different then it is handled in the other RMGs.

    Mine is a very early state until now and more for getting to know the functions, but if anyone wants to take a look:

    fexor_rmg.rar

  2. THX, that helps.

    I made the different civil centers align to the diagonal grid that is used in-game for placing structures by default but roughly facing the center of the map (1*PI/4, 3*PI/4, 5*PI/4 and 7*PI/4).

    I thought that wouldn't result in problems since a change of the wired const "BUILDING_ANGlE" (with a small written "L" ^^) did'nt change anything in-game (but the orientation of all map-generated buildings of cause).

    So I made them different for each player and set them as a variable.

    Well, but sometimes, often enough to occur 50% at 8 player maps, one or two civil centers are facing in a non-alligned directions (And some functions afterwards are not called).

    Is the orientation for buildings in general needed as a const or even need to be named "BUILDING_ANGlE"?

  3. I wrote a random map generator and now want to know where to talk about it and where to share it if it's good enough.

    I found it hard to find the things I need inside the code of the helper functions inside the "rmgen" directory. Is there a documentation or a small tutorial out there?

    And what variables can be set in the .json file?

    For those who have similar issues:

    - The directory own scripts can be added and then work with the game and the editor in windows is (similar to the player made "scenarios" folder):

    c:\users\[username]\AppData\Roaming\0ad\cache\mods\public\maps\random

  4. When a move order is given to an army (e.g. to retreat) and some (well, OK, at least about 1/4th of the army size) units are located in the opposite direction (related to the main part of the army) of the given point to move, the units of the main army heads the "wrong" direction.

    I don't think that this is a bug, but it's at least annoying.

    It could be easily solved by adding a "no formation" formation, that gives the order given to an army to each unit of the army instead.

    This would be really nice...

    More in the sense of the game, perhaps, would be this behavior:

    - All units stop. (Or get a mark that they have not been given the order right now)

    - Determine the length of the shortest path for all units in the formation. From now on "closest" means the shortest length of this path.

    - The "closest" unit "walks" the above determined path towards the point of the given order.

    - The next "closest" unit "runs" towards the point of order (until it is as close as the "closest" unit) if the point is closer then the next walking unit of it's formation. Otherwise it "runs" towards the next "walking" unit of it's formation.

    ...and so on.

    This may result in an army split into 2 or 3 until they reach the destination but no unit would have to travel a "much" longer way then needed and no unit moves the "wrong" direction.

    THX for your gorgeous game

  5. When a formation button is clicked while an army has a "garrison into building/unit" order, the army is instantly garrisoned into the target building/unit independent of the distance.

    EDIT(Start)

    I'm sorry it's the "stand ground" or "violent" etc. orders to klick...

    To reproduce this:

    - Select a number of units (less then the building to garrison in can carry)

    - Give them the garrison order to a distant building as usual (They begin to walk towards the building)

    - With the units still selected (and them walking towards the building to garrison into it) click for example stand ground.

    - They will disappear instantly and now can be found inside the building they where walking towards

    This can be done even if the building (or ship or siege weapon) is not reachable at all for the foot troops like a ship in the middle of the water or a siege tower on en enemy island.

    EDIT(End)

    P.S.: THX for this awesome game!

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