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Recent Posts

  • W

    @thedog

    New download. This removes any unit which may stop their movement within the round circles ("P" zones).

    Cheers...

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  • W

    @thedog

    I see a Blockhouse in P1. This PoC is changing the original D-Day 2 from an all-air units to an all-sea map. The Blockhouse has a movement of 2 when it should be 0. New change is already up.
    Your picture show one each for the FighterStacks but does not allow a casualty to be selected from the group of 4 Fighters. FighterStacks added to canNotTarget list. New change is already up. There's no way to stop units from stopping in the "P" areas. I have a routine trying to keep those areas clean. Maybe I need to do more testing on that.

    Thanks for the information.

    Cheers...

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  • Round 2, see below, do you need a FighterStacksX icon or did I do something wrong?

    dae99abb-a046-45c3-9a5b-12504fc60807-image.png

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  • W

    @GREGOREK

    Sorry for not replying sooner, I've been busy with my own little side project.
    I've played a few rounds, there are some interesting concepts here. With regards to some of the comments at the bottom of your notes dealing with maxBuiltPerPlayer and requiresUnits. There were updates to the AI when dealing with these types of units. But the AI considers "What is best for me now?" when purchasing and cannot handle upgrades/future consideration type of purchase.
    Did a scan review of the xml. I've been reading to many of @TheDog's stuff. That one is the Master of foreach/looping 👍, which makes an xml so much easier to read.

    @gregorek said in Jurassic v2.0:

    Can new territory connections be made during the game as part of game play?

    Think of "Canals". They are a type of territory connection and their attachments can be modified.

    Cheers...

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