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Replying to I got carpet bombing to work


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Gambit

Posted 20 November 2019 - 10:25 AM

Well, the [Save] feature is fully supported by the code of course, but not for games that had started prior to adding the code.

I am glad we isolated the culprit.


Moreartillery

Posted 20 November 2019 - 02:38 AM

Question: Did you check it in a NEW game, or a tried from a SAVE?

 

Ah yes that was it. I do all my testing from savegames and haven't had this problem before. Great job on the code.


Gambit

Posted 19 November 2019 - 11:20 AM

Its not working for me.

Did you put both files in the right place?

Did you change the squad_cannibalize_ext in any way?

No need for that. The code check for the "command" of each squad, it is not relevant to AE.

After all, only 2 scar files were added, these cannot modify the extension anyway.

My racebps is tyranids_race.

Yeah, that is what I used in the code ...

 

 

Strange, it works for me.

We must find tout which part is not working.

 

Question: Did you check it in a NEW game, or a tried from a SAVE?


Moreartillery

Posted 19 November 2019 - 05:49 AM

Its not working for me. Did you change the squad_cannibalize_ext in any way? My racebps is tyranids_race.


Gambit

Posted 18 November 2019 - 03:46 PM

OK, so the version I wrote yesterday worked flawlessly in my today's tests. :grad:

 

Here: http://www.mediafire...h/TyrDevour.rar

Put the two files, directly into your SCaR folder (Data\scar\). NOT in the winconditions. They will work in the background, silently.

 

 

NOTES

1] The Rule works every one sec. Which means that you may find the resource increase "non-sequential". Meaning that you will have "sudden", non-smooth resource increases, evert sec. If you want the increase to be smooth, it CAN be done so - but will require more CPU. It is no problem (the code is already light), but I preferred a balanced approach, hence the implementation.

If you have a light config, or you do not like "sudden increases", say so and I will update it.

The end result is irrelevant to implementation anyway - only the visual representation of the increase r each resource will be smoother, that is all.

(I know, I am an expert in making simple things sound complex!)

2] I have set the increase (g_TyrRace_Factor) to 1 per second per entity devouring. It seemed MUCH to me. A value of 0.25 would be much better.

Test it, and modify it accordingly.


Gambit

Posted 17 November 2019 - 10:51 PM

Thats fine.

Well, it seems we are starting something serious with Kek, so I will NOT have time the next week.

I had some spare time today - so I more or less coded it today. :thumbsupcool:

 

I'm not sure what you mean. Its either tyranids or tyranids_race.

I need the exact race blueprint name, as found in Data\attrib\racebps\....

If this is still confusing, just answer me this: Are you using brother Zaha's Tyranids mod 0.5b2 ?

 

Run silently. I haven't modified scarutil.scar

It will be so.

 

I'm not sure. I always thought having more squad members devouring just caused them finish faster without increasing the size of the bonus.

Hmmm. I think differently. The amount should be proportionate to the squad size.

I mean, if you have a (say) Lictor devouring, or a 20-member termagaunt squad devouring, that SHOULD make a difference.

I will include support for squad members, and after you test it we can always remove it.

But I think you will agree with me.

 

Will upload the code sometime tomorrow, or the day after that. (it needs testing first)


Moreartillery

Posted 17 November 2019 - 07:30 PM

Is "the next weekend", OK with you?

Thats fine.

 

1] What is the exact name of the Tyranid race we are dealing with (just to make sure)?

I'm not sure what you mean. Its either tyranids or tyranids_race.

 

2] Do you want the code to "run silently"

Run silently. I haven't modified scarutil.scar

 

3] While a squad devours, you want the resources to increase proportionally to the squad member size, right?

 I'm not sure. I always thought having more squad members devouring just caused them finish faster without increasing the size of the bonus.


Gambit

Posted 17 November 2019 - 12:20 PM

Excellent.

Easy to do of course, but requires some time. I will try to have it ready asap, brother :thumbsuphappy:

I have much to do this weekend though. And there is more in line.

Is "the next weekend", OK with you?

 

Some questions:

1] What is the exact name of the Tyranid race we are dealing with (just to make sure)?

2] Do you want the code to "run silently" (in the background), or to be a win condition (that will be [always on])? The latter is self-explanatory, the former will require me to slightly modify the Data/scar/scarutil.scar file, as well. If you have not touched that, or you do not know what I am talking about, then you portably have the Vanilla one - so we are OK. In this case, you just have to decide among the "silent" or "win condition" implementations.

3] While a squad devours, you want the resources to increase proportionally to the squad member size, right?

 

Also, note that a recourse increment of "10 per corpse" is not easily set, so I will use a global var as a factor, and you can set it at the value that suits you.


Moreartillery

Posted 17 November 2019 - 01:59 AM

If its too much work you could do the tyranids scar instead. Theres no rush, I'm still at least month from releasing the tyranids update.

The Tyranids SCaR will take a while. My schedule is more than full at the moment brother - just as I said previously.

But by all means, PM me with the specifics of the code (for example, which resource you want to increase when devouring, and by how much, and if it is squad size dependent). Etc.

 

Increase requisition by 10 per corpse. Increase power by 10 per corpse. Always effects tyranids regardless of map or victory conditions. It shouldn't effect kroot cannibalize.


Gambit

Posted 07 November 2019 - 12:08 PM

I was just hoping to hide the turnaround beyond LOS because its unrealistic for bombers to land behind enemy lines.

Since they fly, they can see what is behind and land accordingly. I think it is quite realistic, really (all things considered).

 

If its too much work you could do the tyranids scar instead. Theres no rush, I'm still at least month from releasing the tyranids update.

The Tyranids SCaR will take a while. My schedule is more than full at the moment brother - just as I said previously.

But by all means, PM me with the specifics of the code (for example, which resource you want to increase when devouring, and by how much, and if it is squad size dependent). Etc.


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