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temple

WFG Retired
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Posts posted by temple

  1. 1 hour ago, The Undying Nephalim said:

    Is there a way to make a trained unit have the unrestricted passability class? It seems when I train such a unit from a building, the game has a problem spawning the unit in question. 

    That's a bug with Footprint, but after fixing it units don't path correctly, getting stuck on buildings, so there might be bugs in UnitMotion too. For now I wouldn't use that passability class. (Why are you using it? Do you want units to pass through buildings?)

  2. On 6/23/2018 at 9:06 PM, The Undying Nephalim said:

    One more question, is there a limit to the number of entries that can be in pathfinder.xml? It seems whenever I go over 16, the unrestricted entry can no longer be read by the engine.

    Yeah, 16 is the limit because we there's just one passability grid with u16 for each cell (which encodes whether the cell's okay for each of the passability classes), rather than every passability class having its own grid.

    • Like 1
  3. 6 hours ago, Lister Of Smeg said:

    1) Could the above 2x tracks / changes be explained in layman's terms please.

    2) Are the changes, permanent, or can/will they change back. ie: Just being tested to see how people feel?

    3) Personally, I felt the way the "Raise The Alert" feature worked much better in A22 and previous releases. (although I've only been playing since last 2 or 3 builds).

    4) Now this game supports mods, could this be a patch / mod, that could be installed (back to how it was) on a user basis?

    Now "raise alert" tells nearby women to garrison and "end alert" tells nearby women to ungarrison and return to work. (There's also a bell at the market that tells all trade carts to garrison or ungarrison.) There were bugs with the town bell in A22 and it seemed like the best way of fixing them for the moment was to simplify the behavior. But we'll see what people think. There's certainly ways it can be improved for A24.

    I'm pretty sure a mod could change the behavior back to what it was in A22.

    • Like 1
  4. 6 hours ago, Servo said:

    I don’t want to open another thread just curious why when I resigned then check the AI movements I noticed that my two opponents which were green (Romans) and yellow (Gauls) both of their colors became green.

    You probably had diplomacy colors on. Observers see every team with the same color, so if it was a game of blue + red vs yellow + green, the first two might both be blue and the second two might both be green.

    • Like 1
  5. Did you change components/EntityLimits.js? Otherwise I don't know why it would say that's not a function.

    Entity limits are used in special/player/player.xml and other templates in that folder, maybe there's a problem in one of those files.

  6. Looks like that error comes from when you have Footprint in SelectionShape in VisualActor, but then don't have a separate Footprint element. We only use that with field and flora, and actually flora doesn't have Footprint but the things that inherit it (bush, tree) do. (Changed in rP20345 (probably shouldn't have been, my mistake).) So my guess would be that you have something that has parent = template_gaia_flora but doesn't have a Footprint set.

    • Thanks 1
  7. 3 hours ago, Nescio said:

    36. How does “TerritoryInfluence/Weight” work? (Is a higher weight better or not? Does it decrease with distance? etc.)

    It decreases linearly with distance, starting with the weight at the territory tile containing the building's center and going to zero at the territory radius. At a given tile, the weights of the buildings are added up for each player and whoever has the highest total owns that territory. See CalculateTerritories() in source/simulation2/components/CCmpTerritoryManager.cpp.

    (I have a patch D840 to change this.)

    • Like 1
  8. In commands.txt at the end of the first line I had to change "mods":["mod","public","delenda_est_a22","user"] to "mods":["mod","public","user"] in order to watch the replay.

    I don't know why the game would have saved like that if you didn't have the mod active. Maybe you had a broken Delenda Est install, so it was active but not changing anything, and that's why you never went out of sync. I'm not familiar with this stuff so I'm only guessing.

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