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bofur coding mod questions

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#61 Ridder Geel

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Posted 14 January 2014 - 05:34 PM

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...)


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#62 LordSP

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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 Mathijs

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Posted 10 February 2014 - 11:11 AM

Isn't F12 the screenshot button?


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#64 LordSP

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Posted 10 February 2014 - 03:16 PM

 

Isn't F12 the screenshot button?

 

Nope, -> Next =)



#65 Bofur

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Posted 10 February 2014 - 05:00 PM

Thanks a lot LordSP, that's really helpful :)

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#66 LordSP

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Posted 11 February 2014 - 12:33 AM

Always happy to help :)



#67 Bofur

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Posted 25 January 2015 - 03:19 PM

Hi again :p

 

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?


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#68 Ridder Geel

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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? :p


Ridder Geel




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