Nescio Posted January 10, 2020 Author Report Share Posted January 10, 2020 1 hour ago, fatherbushido said: Is there a summary of the requests with the according numbers? (It would save the time of going through the whole topic). Not as far as I know. Feel free to compile one. It's possible I occassionally misnumbered questions, though. Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted January 10, 2020 Report Share Posted January 10, 2020 Quote Feel free to compile one. I won't do it, I asked if you had it... Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 23, 2020 Author Report Share Posted January 23, 2020 67. Starting entities are defined in the {civ}.json files. They're useful for units, but not really for structures, because entities spawn at close proximity to the centre. Now what I'd like to have on random random maps is to have players start with six outposts (i.e. at 60° intervals) at a distance of 120 from their centre, rotated properly (so the ladders face towards the centre). Any suggestions on how to do that? 68. Relatedly, a map setting defining starting entities: nomad default default + outposts default + palisade default + palisade + outposts With the palisade also circular, like this: 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted March 20, 2020 Report Share Posted March 20, 2020 Is possible to play music or sounds in maps with the triggers? i ask here, to no make other post. Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 8, 2020 Author Report Share Posted May 8, 2020 70. Currently wall segments come in three sizes: short, medium, long. How to allow wall sets to use more sizes, e.g. five? Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 @FeXoRÂ Ping. Also, how hard is it to allow tower upgrades for walls (as in multiple tower templates) Quote Link to comment Share on other sites More sharing options...
Silier Posted May 8, 2020 Report Share Posted May 8, 2020 70. 1st you need to modify wallsegment component and template 2nd you need to modify wallplacement code to use that parts 3rd you should modify wallplacement script that places Iberian walls  @Stan` just add upgrade component.  Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 1 minute ago, Angen said: @Stan` just add upgrade component. Will not work, you won't be able to build a wall off the new tower  Quote Link to comment Share on other sites More sharing options...
FeXoR Posted May 8, 2020 Report Share Posted May 8, 2020 @ 67.: look into wall_builder.js placePolygonalWall function. Using only gaps as wall elements between those buildings you want to place (you have to create a new wall element for those buildings if not present by default). @ 70.: Sure you can. But I would strongly advise against that... Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 8, 2020 Author Report Share Posted May 8, 2020 2 hours ago, FeXoR said: @ 70.: Sure you can. But I would strongly advise against that... Because it's not a good idea in itself or because it's too complicated to implement? Quote Link to comment Share on other sites More sharing options...
Freagarach Posted May 9, 2020 Report Share Posted May 9, 2020 On 12/29/2019 at 12:50 PM, Nescio said: 66. An option to deconstruct structures, which returns some resources but takes some time. One could try replacing a structure (by "upgrade") with some kind of ruin, which has a recource supply? Or an uglier solution, which I use in my mod, is to convert the structure to GAIA and let units break it down by attacking ^^ Quote Link to comment Share on other sites More sharing options...
Nescio Posted June 1, 2020 Author Report Share Posted June 1, 2020 On 9/7/2017 at 7:59 PM, bb_ said: don't know if the path you added is correct it should be the path to where you putted the arcanist files anyway getting a diff with arc is done by arc diff --preview then (after pressing "y") a link to a webpage should pop up, from there you can make a new revision with the webgui. Today I updated arc; apparently the libphutil is deprecated and merged into the arcanist repository. To my surprise, however, `arc diff --preview` no longer works; I get: [0ad]$ arc diff --preview Usage Exception: Unknown argument 'preview'. Try 'arc help'. I don't understand why. After a quick search I found an alternative, `arc diff --only`. What's the difference? Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 1, 2020 Report Share Posted June 1, 2020 I guess that's this ticket https://secure.phabricator.com/D18740 it seems to be only a naming change preparing for the draft status https://secure.phabricator.com/T2543 Quote Link to comment Share on other sites More sharing options...
Nescio Posted June 1, 2020 Author Report Share Posted June 1, 2020 19 minutes ago, Stan` said: I guess that's this ticket https://secure.phabricator.com/D18740 it seems to be only a naming change preparing for the draft status https://secure.phabricator.com/T2543 Thanks, that explains it. I suppose I simply have to get used to no longer typing "preview". Also, "only" saves three characters. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 1, 2020 Report Share Posted June 1, 2020 Apparently ( https://secure.phabricator.com/D18739) you can do arc alias --preview arc diff --only  Quote Link to comment Share on other sites More sharing options...
Freagarach Posted June 10, 2020 Report Share Posted June 10, 2020 (edited) On 10/11/2017 at 2:39 PM, Nescio said: 40. If you use an ally's dropsite, you tribute 10% of the resources (and obtain the remaing 90%), and if an ally uses yours, you receive 10% of the resources. In SVN now, you can use the following snippet in "CommitResources" in ResourceGatherer.js. I know you use A23b, but you can look at the changes from rP23733 to try and adapt it to your mod. let cmpPlayerTarget = QueryOwnerInterface(target); let changed = false; for (let type in this.carrying) if (cmpResourceDropsite.AcceptsType(type)) { if (cmpPlayerTarget && cmpPlayerTarget != cmpPlayer) { cmpPlayer.AddResource(type, this.carrying[type] * 0.9); cmpPlayerTarget.AddResource(type, this.carrying[type] * 0.1); } else cmpPlayer.AddResource(type, this.carrying[type]); delete this.carrying[type]; changed = true; } You can make the 0.9/0.1 a template value of some kind. Edited June 10, 2020 by Freagarach Quote Link to comment Share on other sites More sharing options...
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