Rico_jolla
Squire
posted 02-27-17 02:23 PM
CT (US)
3 / 14
ah okay...glad to know it.
Kor, a few questions over the next release, to rationalize my work on my scenario, because i have to "run at the heels" of the various release (i started my scenario with release 1...)
will you change the look/type of some units?
will you alter some game dynamics?
will units ID change?
thanks
Rico_jolla
Squire
posted 02-28-17 11:52 AM
CT (US)
5 / 14
great!
so you are saying that when the new release will come out, i won't find -say- ships on the grass because the unit has changed, or persian carpets all over the map instead of grass patch, if i understand correctly.
can i have the link for the release discussions, to stick my nose in a little bit? i am particularly interested in eyecandies and scenery objects.
thank you! by the way, i hope i will be able to outfit at least a demo of my scenario (my pc was stolen with 1 month of scenario in it...one month lost), in that case i will notify you because i don't think much people was ever so foolish to make such an effort like mine on a single scenario of AoCH, so you might appreciate.
Rico_jolla
Squire
posted 03-05-17 12:26 PM
CT (US)
8 / 14
ummm well i had backups of my work luckily, but the aoe scenario was not backupped in a long time, so i lost a consistent chunck of the triggerwork, approx 1 month of freetime bits worth.
it was more the economic damage, along with other stuff such as crashed car glass and so on :\
yea i see your threads thanks.
but one more question: why is in your mod some technology repeated 2 or even 3 times? like alchemy for instance.
how do i do to develop it via triggers correctly? thanx
Rico_jolla
Squire
posted 03-06-17 01:47 AM
CT (US)
11 / 14
thanks kor, interesting. but is there a developer page or something where i can go and check what technology affects what?
or should i really go blind and bruteforce-test the double techs as you said?
what yurt?
small wooden yurts (not the mongolic tents). i click on them and the game crashes. i can delete and replace some of them but the bug exists on random yurts (some yes, some no...) and as far as i tested it, it's a stubborn bug and there's now way to get over it.
Rico_jolla
Squire
posted 03-06-17 11:32 AM
CT (US)
14 / 14
what about this:
1- starting from a state of deactivated technology items from player's option, i force ALL the technology i need for the whole game, with research technology (3) trigger
(can i do this?)
2-then i fire research technology (1) when needed, regardless of double technologies.
i mean that if a double tech is for a specific civ, it won't just have effect, right?
will i have cumulative effect otherwise?