Found a way to modify angle/height for waypoints
#1
Posted 19 January 2008 - 02:31 PM
#3
Posted 19 January 2008 - 03:41 PM
exactly, taking screenshots now, will edit in a secSo this allows you to change the starting angle of a fortress? Got any screens of it working?
Edited by {IP}WrathChild, 19 January 2008 - 04:37 PM.
#5
Posted 19 January 2008 - 07:14 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#6
Posted 19 January 2008 - 09:05 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#8
Posted 19 January 2008 - 10:26 PM
#10
Posted 22 January 2008 - 01:15 AM
#11
Posted 23 January 2008 - 08:25 PM
#12
Posted 24 January 2008 - 04:47 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#13 Guest_TheBioengineer_*
Posted 15 February 2008 - 03:45 PM
You can always specify a fortress for a given faction. This will of course limit the fortress type and an open-ended skirmish map might end up having a dwarves faction starting with an elven fortress. That is - if on the skirmish screen one chooses dwarves instead of elves but in worldbuilder the map-maker put an elven fortress specified to player_1 then you end up with dwarven porters, dwarven hero choices, but an elven fortress with elven upgrades and extension plots (ent guards, flood gate, etc.)
This can be a problem for some but you can specify direction of the fortress this way.... A simple change the fortress to the desired faction if you wish to change it. Or one could make multiple copies of the same map - each one with a different fortress. At the moment it is what I'm having to do because I have spent far too much effort on my map to throw it away. I built it without knowing the issue beforehand, unfortunately.
#14
Posted 15 February 2008 - 08:37 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
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