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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.

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You have access to the following functions in JS (see JSInterface_ConfigDB.cpp): bool Engine.ConfigDB_HasChanges(namespace) bool Engine.ConfigDB_SetChanges(namespace, bool) string Engine.Conf

That is defined in the simulation templates ( http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/ ) F.e. the default attack of the archer is defined to

Yes. It's .DELETED not .DELETE I believe. Also don't forget to put text in those files

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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: 0ad_palisades_circle.thumb.png.c07d55a0015ee3e9d20db3cfc394ae55.png

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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. 


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@ 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...

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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 ^^

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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?

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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);
				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 by Freagarach
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