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Can adding extra combat effect information icons be supported? That way, it would be possible to explain the effects of a custom city or global enchantment while in combat.
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Is there any way to implement -save ability in units.ini?
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(March 13th, 2023, 23:42)Suppanut Wrote: Is there any way to implement -save ability in units.ini?
Is it SS=[number] in ITEMS.INI ? However, this did nothing in UNITS.INI.
Is there a way to change which buildings a certain race's towns start with? I do not think so ...
It would come in handy to assign special buildings that cannot be rebuilt.
I think it is not possible to give effects to buildings, that apply only to units in that town. Maybe if UnitCalc.CAS and UnitCalcPre.CAS got CityID as an INPUT ?
Do these two scripts slow down the game ? How is it with EXP/turn thanks to a building ?
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(March 15th, 2023, 05:11)Slingers Wrote: (March 13th, 2023, 23:42)Suppanut Wrote: Is there any way to implement -save ability in units.ini?
Is it SS=[number] in ITEMS.INI ? However, this did nothing in UNITS.INI.
Is there a way to change which buildings a certain race's towns start with? I do not think so ...
It would come in handy to assign special buildings that cannot be rebuilt.
I think it is not possible to give effects to buildings, that apply only to units in that town. Maybe if UnitCalc.CAS and UnitCalcPre.CAS got CityID as an INPUT ?
Do these two scripts slow down the game ? How is it with EXP/turn thanks to a building ?
@Seravy
May I request usage of Spell Save in units.ini and script as feature?
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How do you use the CITYONTILE function? I don't understand it, it's not easy to predict which tile a city will be built on, and without that knowledge, I'm not sure any relevant script can be written with it.
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(March 15th, 2023, 05:11)Slingers Wrote: Is there a way to change which buildings a certain race's towns start with? I do not think so ...
It would come in handy to assign special buildings that cannot be rebuilt.
I found a similar and easy solution (races.ini), that I like even better for what I intended: Only some neutral High Elf cities get a white tree now.
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When are the target variables in OLSpell.CAS defined? I tried using them for some scripts, but they returned a "Variable doesn't exist" error consistently. I used variables that I thought would make sense, like SpellTargetCity for city enchantments or curses, but I still kept getting the same error.
June 8th, 2023, 11:26
(This post was last modified: June 9th, 2023, 09:56 by Suppanut.)
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I am during process of add two new races to my Warlord mod and I notice that I now get random crash during start new game. Sometimes I could start new game without problem, sometimes it crash without script error report. Log.txt stop generating in the middle of ai generate their own wizard. What could cause such problem? Or how could I pinpoint problem so that I could fix it?
Edited: I think I found out reason why. It has no unit buildable on first turn, when I give them unit that buildable on first turn, it nolonger crash upon ai picking their own home race.
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Quote:Edited: I think I found out reason why. It has no unit buildable on first turn, when I give them unit that buildable on first turn, it nolonger crash upon ai picking their own home race.
Sounds like it might be crashing on generating neutral cities of that race because the starting buildings for neutrals do not allow for placing any unit. It should be unrelated to wizard cities which only use the unit defined in races.ini.
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(June 10th, 2023, 16:57)Seravy Wrote: Quote:Edited: I think I found out reason why. It has no unit buildable on first turn, when I give them unit that buildable on first turn, it nolonger crash upon ai picking their own home race.
Sounds like it might be crashing on generating neutral cities of that race because the starting buildings for neutrals do not allow for placing any unit. It should be unrelated to wizard cities which only use the unit defined in races.ini.
Thank you for clarify problem for me.
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