@Stohrm Engines like Unity & Unreal are basically physics engines which allow game-play. If you don't need physics, you are better off with an engine that does not have the overhead of a physics engine.
I think a good example is House of Habsburg. In that one you have "castle" and "cannon", that are both "infrastructures". Once only castles or cannons remain, the enemy captures the castles and the cannons are destroyed (the automatic tooltip for the cannons say "Can be Captured", that I'm sure is going to mislead everyone not knowing the game) (it would be more realistic if cannons change to something you can upgrade back to a cannon). This makes actually sense, in that, of course, the castles don't fight on their own (and you can strip them of virtually all men, to send them somewhere), while an army of only artillery would have such a scarce standing power that making it crumble outright seems sensible (not sure on the fact that, this way, either you lose all your artillery or none of it). Clearly, you cannot say that a "cannon" is an "infrastructure", and saying the same thing for a "castle" is at least questionable, but I'm really not finding a term to define such "stuff", that has the charateristics of having no staying power of its own, while still being able to take part in battles, with other units (like the aaGun), or being completely useless for combat (like the factory). Keeping in mind that they can be living being too (like the "General" of Napoleonic Empires or the "Horse" of Feudal Japan), I really cannot find a term for them.
well not any simple solutions it appears. I see it's closed now as well.
If one were to start from scratch, could you then make the canal thingy like a game property or something to that effect ? Then the old maps would still work as long as the new canal thing wasn't activated ? Or would there be conflicts between the two that wouldn't allow it ?
I'm guessing starting from scratch would be labor intensive from a time standpoint as well ?
At any rate, thanks for the link and reply. My fantasy of actually trying to learn how to do stuff like that has run into the reality of my small cranium
@redrum One way or another, if this can be confirmed, I would push an update to officialise it in pos2, unless a developer wants to do it himself. Logical or not, at least let it be known. If then, anything gets reworked, pos2 would be updated anyways.
@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):
@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!
@Windrunner21 Here is where all your currently downloaded maps should be located...
From there what you want to do is copy any of the maps you want to examine and paste them somewhere else on your computer. I personally just made a folder on my desktop called Triple A related.
Once you have all the maps in the new folder you should unzip them so that it is easier to access all the sub folders inside each one.
Once you have a map folder unzipped it will look like this...
The XML is inside the Games folder. (Note if the map has more than one game variants you will see mulptile XMLs inside).
As far as opening the XML you want to use Notepad or some other reader program.
I personally use Notepad++ that I downloaded free.
@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.)