eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 06 October 2017 10:05 AM
EDT (US)
476 / 891
About the action, i want to target villagerd that are cutting wood or gold
But the action gather seems just to work on gold
Loggy
Mortal
posted 06 October 2017 10:09 PM
EDT (US)
477 / 891
Cutting trees may be considered HandAttack, but not sure.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 08 October 2017 07:39 AM
EDT (US)
478 / 891
HandAttack ISN'T the good action for that, this is the case only if you attack something that isn't a ressources.
In fact, there is a distinction between ressources and non ressources.
ActionHunting=8 is the action for this...
This is quite strange, because villagers do gather AND "hunt" (kill some prey or cut down some tree) with the same action as gathering them.
But now I'm wondering how the artificial build limits work.
For any unit which doesn't have any BL we can set up BL we want with modify Protounit effect, but we always have to set the amount we want +1
This is understandable, because we can consider that no build limit is -1 in the XS language.
But there is no mention of a line with build limit -1 in the proto2.5.
And also, the modify protounit absolute value from Nottud doesn't allow to work around this (if we want to have a BL for the farms of 5, we must set +6.
It can be the modify protounit absolute that doesn't work for BL, or something completely different which explains all the observations.
nottud
Demigod
posted 08 October 2017 08:41 AM
EDT (US)
479 / 891
Yea I found it didn't work with build limit too the other day - probably because it is an integer field internally in which case my exploit will fail.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 08 October 2017 10:32 AM
EDT (US)
480 / 891
But if it can't go less than-1 you can lower with 99999 then +1 then +setting
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 11 October 2017 03:05 PM
EDT (US)
481 / 891
I found the good action as I said for the gathering of wood.
But I can't detect a dead wood whith the units in area condition... so how can I do a trigger that apply only for the villagers who gather wood, and not when they gather food (which uses the same action) ?
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 17 October 2017 02:19 PM
EDT (US)
485 / 891
I didn't find this light nowhere when I searched
Raining_Outside
Mortal
posted 02 November 2017 10:54 PM
EDT (US)
489 / 891
So I am in the process of making a lengthy scenario on a giant map. If I want the scenario to be saveable mid session so that it can be returned to later what do I have to look out for? Will it ruin my triggers? Is this even feasible? If it is feasible, what are the known problem triggers that I should avoid using?
nottud
Demigod
posted 07 November 2017 07:33 AM
EDT (US)
491 / 891
Some people have made a special system for saving a map using codes which the user re-enters when they play to restore their status. A few recent RPG maps I believe have done this to great effect.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 11 November 2017 08:11 AM
EDT (US)
492 / 891
I have very nice effects that works with the playtest on the editor
but when I host online it doesn't work at all (no crash though)
what are the known causes for this ??
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 11 November 2017 08:13 PM
EDT (US)
494 / 891
Heading ?
Army deploy heading = nothing or just army deploy ?
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 14 November 2017 02:13 PM
EDT (US)
497 / 891
You can overlap gold mines, villagers wil not stop but the user will be in confusion when seeing the dusplayed amount on each gold mine
You have also the light of the gold mines
scragins
Heretic of December
posted 14 November 2017 05:38 PM
EDT (US)
499 / 891
You can't change it aside from placing gold mines of different size (small, medium, large).
scragins
Heretic of December
posted 14 November 2017 05:39 PM
EDT (US)
500 / 891
How much gold do you want in a mine?