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Thema: Realm wars.

  1. #61
    Veteran Avatar von Cobra
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    McMonkey?
    Wenn du tot bist, dann weißt du nicht, dass du tot bist, es ist nur schwer für die anderen. Genau so ist es, wenn du blöd bist.

  2. #62
    Evertonian Avatar von McMonkey
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    Apologies. Didn't see this turn. Will play now!

  3. #63
    Evertonian Avatar von McMonkey
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    Post Holy Empire NY138

    EVENT:
    Reading up a bit more on the Altecs, you find that the two mythical creatures, the dragon and hydra, were guarding a huge castle and a vast hoard of gold respectively. You think it may be a good idea to defeat these monsters and take a look (Using some Destroying Light on them doesn't count)

    No news

  4. #64
    Veteran Avatar von Cobra
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    Geändert von Cobra (11. Juni 2011 um 15:47 Uhr)
    Wenn du tot bist, dann weißt du nicht, dass du tot bist, es ist nur schwer für die anderen. Genau so ist es, wenn du blöd bist.

  5. #65
    Handeln & Verhandeln Avatar von Civilionaut
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  6. #66
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    The issue with impassable terrain imposing ZoC must be fixed.

    Will making them aerial fix it?
    Geändert von Ingvar (10. Juni 2011 um 00:21 Uhr)

  7. #67
    Registrierter Benutzer Avatar von cupcoffee
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    Geändert von cupcoffee (11. Juni 2011 um 15:28 Uhr)

  8. #68
    Evertonian Avatar von McMonkey
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    Post Holy Empire NY140

    City number ten founded

  9. #69
    Veteran Avatar von Cobra
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    Geändert von Cobra (11. Juni 2011 um 15:47 Uhr)
    Wenn du tot bist, dann weißt du nicht, dass du tot bist, es ist nur schwer für die anderen. Genau so ist es, wenn du blöd bist.

  10. #70
    Handeln & Verhandeln Avatar von Civilionaut
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  11. #71
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    I cannot get those impassable units to work!
    Looking at how they work in other scenarios they are simply set as aerial units with no movement.
    Dunno why that does not work here!

    McMonkey have you ever used Impassable units in your scenarios?
    Geändert von Ingvar (10. Juni 2011 um 00:21 Uhr)

  12. #72
    Veteran Avatar von Cobra
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    Zitat Zitat von Ingvar Beitrag anzeigen
    I cannot get those impassable units to work!
    Looking at how they work in other scenarios they are simply set as aerial units with no movement.
    Dunno why that does not work here!

    McMonkey have you ever used Impassable units in your scenarios?
    In which scenario are impassable units?

    I think it doesn´t work because they are on land (mountain range) and every unit on land has a ZOC. Change the terrain to sea and it works. A disadvantage hereby is, that no unit can attack und will be lost.
    Wenn du tot bist, dann weißt du nicht, dass du tot bist, es ist nur schwer für die anderen. Genau so ist es, wenn du blöd bist.

  13. #73
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    In Dagor Bragollach there are impassable units, that are on land and do not impose ZoC.

    Of course, I also checked whether the units had guerilla trait, they did not.
    I cannot see what I am doing wrong!

  14. #74
    Veteran Avatar von Cobra
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    From Dagor (background.txt)

    IMPASSABLE TERRAIN
    As of version 4.0, the "wide" parts of rivers and the
    middle of mountain ranges are covered with a new unit called
    "impassable terrain." This was necessary because Beleriand
    is a land of high mountains and impassable rivers. However, in
    earlier versions, the human and computer player could just
    wander wherever they wanted. I remedied the problem through a
    rather complex procedure.
    I picked the Dwarves to be the owners of all the
    impassable terrain because: (1) They are not a "primary" player
    in the scenario. (2) They are on friendly terms with all of the
    "good" forces. Therefore, the zones of control (ZOCs) that the
    unit put off would not hinder the movement of any other civs.
    However, I also had to give all the Forces of Darkness units
    "ingore ZOC" powers so that they would not be hindered either.
    I also had to inflate the friendly feelings between the Dwarves
    and all the other cultures (save the Laiquendi and Morgoth) to
    alliance status so that the Immobile units wouldn't interfere
    with city working radii or troop movements.
    I then made the unit extremely powerful on Defense.
    However, this did not deter the Balrogs from attacking it, so I
    eventually came up with the idea of making it an immobile air
    unit. I thought they would run out of fuel, but they do not as
    long as their movement rate is set to zero. I was as shocked as
    anyone when they just hung there, perfectly safe, and very
    effective. If you don't give them fuel (a set number of turns
    they can be away from base), however, they will be helicopters
    and can still be attacked by any unit.
    I then had to make sure that no unit in the game had
    air-to-air capability. (Note: Sauron may attack air units,
    but, luckily, he appears to be too smart to attack the
    Impassable Terrain units. If you notice him doing so, please
    notify me immediately as I will have to fix it. Sauron needs
    to "Attack Air" so that he can attack Eagles that the human
    player might use to block his path.) With this move, the
    Impassable Terrain unit became totally safe for everyone
    involved. Nobody tries to beat down any walls because it is
    impossible to attack them. Once I changed the "Only Fighters
    can attack aircraft in flight. . ." dialogue in the GAME.TXT
    file, everything was perfect. Now, when you try to walk onto
    one of these units, it says: "That terrain is impassable."
    Cool. The only drawback is that the Dwarves now have a
    distinct advantage in that they can hang out under these units
    with impunity until they feel the time is right for attack.
    However, they are so far to the East that this has no effect
    on the game unless you are playing as the Dwarves, and playing
    the Dwarves is not recommended.
    One tricky part is that you want the player to know if
    a mountain he can see is "impassable" without having to try to
    wander over it. For this reason, you have to make sure that
    each one of these units has been "seen" by walking a unit past
    them for each civ that has discovered that area.
    The unit is made invisible by just putting a blank unit
    box there (using the pink transparent color) and placing the
    shield as far down and to the left as it will go. As Harlan
    Thompson taught me, the shield location is controlled by the
    two blue dots, one above, and one to the left of each unit
    along the green border. Where a line from these dots
    intersects is where the shield will hang down (from the its top
    left corner).
    You might ask: Why didn't I just use ocean squares as
    impassable river squares. Well, to be blunt, I didn't like the
    way it looked. But in the future, I may use ocean squares in a
    way related to the Crissaegrim method described below.
    Wenn du tot bist, dann weißt du nicht, dass du tot bist, es ist nur schwer für die anderen. Genau so ist es, wenn du blöd bist.

  15. #75
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    I read that file some years ago, for some reason it is no longer in my Dagor Bragollach folder.

    I thought he had simply set them to be aerial, which took care of the ZoC thing.
    It clearly does not!

    Players will simply have to remove any impassable units that are getting in their way, since they serve no real purpose anyway.

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