@Cernel I also wish, for example, 1 spearman attacking 10 walls alone (beside the city) could instantly destroy them all (like the v5 aa guns), but them still turning into wall_breacheds, like in the case I would keep rolling the battle until destroying them all (this is just for making the game faster and for the theory, as in practice experienced players can just edit the situation, in similar cases).
Problem fixed (before I have seen @Cernels post)
I removed the line with option name="players" completely from supportAttachment, and then it works fine. I guess it is not needed anyway as only humans have Arthur unit.
Thx @Cernel and @wc_sumpton
@RogerCooper Here you can see in pure red all the pixels that were not pure black or white in your image. If you modified anything with the aim to have the utilities working, I suggest you go back and make purely black-and-white the original image (or post it here) (I use GIMP):
@wc_sumpton Yeah, I think you could do it with variable list + a trigger using it to essentially generate triggers to add to the unit attachment givesMovement list. But that is kind of messy for defining the unit attachment that isn't changing so decided it was worth updating the property to allow a list of unit types
@SLW2000 Please, take a look at the descriptions. "Maps & Mods" says: "Talk about and work on specific Maps and Mods".
Moving this thread to Mapmaking.
When you will have your specific map or mod, feel free to open a thread about that in "Maps & Mods" (though I still suggest opening threads in Mapmaking for the technicalities, to keep your thread cleaner for general feedback).
Next error message
Sep 29, 2019 4:44:29 PM games.strategy.engine.data.GameParser parseMapProperties
SEVERE: SAXParseException: game: XCOM, line: 3155, column: 8, error: An element with the identifier "XCOM" must appear in the document.
Edit: Nevermind, found it!
The 'game' vs 'map' terminology is fundamentally confusing. It made more sense when we had actual games like 'chess.' These days, referring to individual XMLs as games and the collection as a map is not intuitive, only makes sense if you are really deep in the XML.
@Windrunner21 does your reference to a 'game' refer to full-scope map making?
@RogerCooper @Cernel @Hepps
As my ideas for this mod have morphed, those two are probably the closest ones yet. Thanks!
I will probably still end up wanting to change them eventually, but I can definitely make some tweaks like impassible or 0 PU territories to make them work for now. Thanks again!!
@LaFayette said in Unit Flags - Are there any maps that would like to default it to on?:
players who always turn on flags for specific maps. In those cases it seems there is evidence flags should be on.
Then again, I suspect most people did not realize the flags feature was there or how to turn it on. I'd guess we won't know the answer to "for which maps do users turn flags on?" without adding feature usage tracking code. (Perhaps I'm wrong though and there are some maps that are clear candidates.)