What happens if you don't use the apts? Does it work then? (I advise a process of elimination if you want to figure this one out...)
#61
Posted 14 January 2014 - 05:34 PM
#62
Posted 10 February 2014 - 10:00 AM
Bofur:Also, how would I make archers automatically attack structures when using the attack-move command, instead of walking straight to the middle of the base, only killing units?
Add/Replace/Modify this line in ini U units. Section Engeenering Parameters.
; *** ENGINEERING Parameters *** ........... ThreatBreakdown Bow_units AIKindOf = SIEGEWEAPON End .............
And u units priority attack will Structures.
Edited by LordSP, 10 February 2014 - 10:02 AM.
#63
Posted 10 February 2014 - 11:11 AM
Isn't F12 the screenshot button?
No fuel left for the pilgrims
#64
Posted 10 February 2014 - 03:16 PM
Isn't F12 the screenshot button?
Nope, -> Next =)
#66
Posted 11 February 2014 - 12:33 AM
Always happy to help
#67
Posted 25 January 2015 - 03:19 PM
Hi again
I was just wondering which specific piece of code places decals - on units, is it defining the unit in experience levels that does it?
And for buildings, at the moment I have a farm that doesn't have a decal when I'm choosing where to build it, but which appears afterwards... Is there anything I'm missing?
#68
Posted 25 January 2015 - 03:29 PM
Yep decals when selecting things is done in experiencelevels.
I thought these things:
Behavior = TerrainResourceBehavior ModuleTag_NewMoney Radius = GONDOR_FARM_MONEY_RANGE ; How far we try to claim ground MaxIncome = GONDOR_FARM_MONEY_AMOUNT ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = GONDOR_FARM_MONEY_TIME ; How often (in msec) we give that much money Upgrade = Upgrade_MarketplaceUpgradeGrandHarvest UpgradeBonusPercent = GONDOR_GRANDHARVEST_PRODUCTION_INCREASE % UpgradeMustBePresent = ANY +GondorMarketPlace End ClientBehavior = TerrainResourceClientBehavior ModuleTag_NewMoneyClient End
If not, maybe also experiencelevels.ini?
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