Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » LLP Peter
LLP Peter[message #311379] Mon, 22 October 2012 05:59 Go to next message
Buggler

 
Messages:214
Registered:November 2009
LLP (Buggler's Lilliputian Project)

121022 Adams r5636
--------------------------------
A.I.M. Announcement
--------------------------------
While certain center thinks they are offering on par services (or even outperforming us in almost every aspect) *cough!*, we honestly think otherwise.

http://i.imgur.com/EkNfL.png

Action speaks louder than words. We left them in the dust.

The White Asian
-------------------------

[Updated on: Wed, 01 April 2015 15:06]

Re: LLP[message #311382] Mon, 22 October 2012 09:31 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Way to go Buggler!! Good to see you use your coding skills again!!


Re: LLP[message #311401] Mon, 22 October 2012 16:12 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
@all: that is already in latest svn. thanks buggler.


Re: LLP[message #311402] Mon, 22 October 2012 16:46 Go to previous messageGo to next message
Marlboro Man

 
Messages:1265
Registered:October 2005
Location: USA
:naughty: Sexy


MM


Re: LLP[message #312306] Wed, 21 November 2012 08:46 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
121121 Boston Modders' Tool
--------------------------------
MovementCosts.xml Modding Excel Tool
--------------------------------
http://i.imgur.com/NfqZ0.jpg

Uploaded to Kermi Archives (thanks Scheinworld)
MovementCostsXMLTool_v03.xls
-------------------------

Edit:
Hanakin
what exactly is it, Buggler? Is that some form of externalisation that helps modders?
DepressivesBrot
It's a visualization of the movement costs and terrain types on the strategic map. Makes it easier for modders to spot errors.
DBrot's answer is as gd as it gets.

Moreover, modder can also directly edit in the adjustment table & then w a few more steps as stated in the excel tool, it can *almost* do a 100% conversion back to xml. There's another nifty feature (not documented) to help u w another xml but that have to b manually edited for the changes made in the visualization table (visual cues for the changes will b reflected in 'XMLAdjusted' sheet). Wink

Edit2:
v2 uploaded - included <BadSector> Import - to disable highlighting/clicking of map sector in strategic map

Edit3:
v3 uploaded - added visual cues for changes in 'Mod_ToAdjust' sheet for easy reference

[Updated on: Wed, 01 April 2015 15:07]

Re: LLP[message #312307] Wed, 21 November 2012 10:19 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
Beautiful!
Re: LLP[message #312314] Wed, 21 November 2012 13:30 Go to previous messageGo to next message
Hanakin

 
Messages:35
Registered:June 2008
Location: Czech Rep.
I'm sorry if this is a stupid question, but what exactly is it, Buggler? Is that some form of externalisation that helps modders?

Again, I don't want to offend anyone, just asking.
Re: LLP[message #312315] Wed, 21 November 2012 13:41 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
It's a visulization of the movement costs and terrain types on the strategic map. Makes it easier for modders to spot errors.


Re: LLP[message #312345] Thu, 22 November 2012 21:15 Go to previous messageGo to next message
Hanakin

 
Messages:35
Registered:June 2008
Location: Czech Rep.
Thanks Depri! And thanks Buggler!
Re: LLP[message #313815] Thu, 03 January 2013 05:24 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130103 Chicago r5755
--------------------------------
Interim Radarmap Creation Fix for Big Maps
--------------------------------
- interim fix for radar map sti creation based on DBrot bigger overview code; only works when map editor resolution >= 1680x1050 & map size <= 360x360
- will revert to old radarmap generation (top left 160x160) if condition not satisfied due to current code limitations

(Superseded by Kriplo's r6652 fix, lifting the above arbitrary restrictions.) :thumbsup:

AIMNAS B13 bigmap:
http://i.imgur.com/Sre6B.png

RoWa21
Is it possible to generate proper radarmaps independent of map editor resolution & map size?
Yes, it's definitely possible but beyond my skills atm.

To coders who want to take a stab on creating an elegant solution: Done by Kriplo
Toggle Spoiler
-------------------------

[Updated on: Wed, 01 April 2015 15:07]

Re: LLP[message #313999] Tue, 08 January 2013 09:01 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130108 Denver r5779
--------------------------------
Bobby Ray's Announcement
--------------------------------
After listening to our valued customers' feedback, we have improved the experience in viewing our gun porn (ahem, we mean catalog) to be a more pleasurable affair by providing more upfront at no cost!

Below r a sample peek of e newly-arrived statistics:

http://i.imgur.com/dVoWS.png

And of cos, visit our website to view them in full details.

Yours truly,
BS
(your personal) Bobby Ray's Backroom Specialist

P.S. Oh, do ask ard (but not me) on how to hav more Russian beauties, Asian exotics, saucy Caribbeans or just more of the same vanilla models to be offered at our store. We do keep a few (uhhhhhh, how should we say...) 'vintage' ones too, solely based on customers' requests.
-------------------------

[Updated on: Wed, 01 April 2015 15:10]

Re: LLP[message #314171] Sat, 12 January 2013 03:00 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130112 Easy r5780
--------------------------------
M.E.R.C Announcement
--------------------------------
Biff has made some long-awaited updates to our website and we hope this will lead to more prompt fee settlements to keep our venture humming along.

http://i.imgur.com/CQnQv.png

Ideally it will aid in having more assignments for Biff too, some quiet time will help me focus on engaging our steady customers. I don't want him to start (again) his 'Oh my...', 'there... here' while swirling repeatedly around on the office chair & gesturing all of them with his .38.

Always Approachable,
Speck
-------------------------

[Updated on: Wed, 01 April 2015 15:11]

Re: LLP[message #314174] Sat, 12 January 2013 11:01 Go to previous messageGo to next message
JMich

 
Messages:580
Registered:January 2011
Location: Greece
Buggler
Biff has made some long-awaited updates to our website and we hope this will lead to more prompt fee settlements to keep our venture humming along.

Thank you for this Buggler, wanted to re-visit this functionality and add it, but didn't have the time to do so.
Plus, your implementation looks much better than what I wanted to do Smile
Re: LLP[message #314354] Fri, 18 January 2013 09:34 Go to previous messageGo to next message
Thor

 
Messages:431
Registered:February 2007
Location: Belgium
Nice stuff! I like what I'm seeing here, very useful info both for the gearkits & BR's!

[Updated on: Fri, 18 January 2013 10:13] by Moderator

Re: LLP[message #315037] Fri, 01 February 2013 04:26 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130201 Frank r5827
--------------------------------
SirOS Email Client Announcement
--------------------------------
We know that checking email is not ur thing & ur fondness of aiming only lies w moving targets.

Now, u can do them blindfolded or in e midst of 'coffee sipping' w ur adversaries.

- When viewing mail messages, 'left-click' to close & 'right-click' for delete mail prompt within e message region

the devolutionary team

Tip of e day: Do u know u can 'right-click' for e delete mail prompt at email homepage too?
-------------------------

[Updated on: Wed, 01 April 2015 15:12]

Re: LLP[message #315788] Thu, 28 February 2013 04:57 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130228 George r5877
--------------------------------
??? Announcement
--------------------------------
This was what happened many nights ago....

*****
Mysterious Voice (MV): Hey, hey can you hear me?

Protagonist (P): mmmmmhh.... Could we talk later? It's not even daylight.... (falling asleep again)

MV: I like what you did for your website. Need your expertise to help mine too.
.
.
.

P: Can't you find someone else... I still wish to slee...

MV: Oh, they definitely can do it in a snap. But, you know... they are either very busy meddling w some good deeds or sparring w some hellish beings.
.
.

P: (groggily) okie, what's in it for me....

MV: Ahhh, now we are moving along. You will be fairly renumerated. So it' a 'yes' I guess.

[tapping on a glass surface was heard]

MV: How time flies, got to get moving. Someone's in need of me, got to go-oh. Adiosssss!
*****

When I woke up, there was a sack of silver nuggets beside my bed & a to-do list overlayed w a sticky note.

'Dun forget our deal ya! I'll be watching.'

So here I am, having splurged a bit, got to do what's got to be done.

------
Map Editor\Items:
Hotkey ',': Scroll Left
Hotkey 'Shift + ,': Previous Page
Hotkey 'Ctrl + ,': Jump 10 pages Back
Hotkey 'Ctrl + Shift + ,': Go to First Page
Hotkey '.': Scroll Right
Hotkey 'Shift + .': Next Page
Hotkey 'Ctrl + .': Jump 10 pages Forward
Hotkey 'Ctrl + Shift + .': Go to Last Page

(Repeat keys are included) [removed in r5893]
------

Seriously I still dun know what it is & whom/how am I supposed to send it back...

Yours truly,
BS
(your personal) Bobby Ray's Backroom Specialist
--------------------------------

[Updated on: Wed, 01 April 2015 15:12]

Re: LLP[message #315943] Tue, 05 March 2013 04:48 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130304 George r5893
--------------------------------
??? Announcement [continued]
--------------------------------
The voice returned again while I was soundly asleep on 1 of the nights.

*****
P: This is all I can do for something which I have no clue to begin with.

http://i.imgur.com/PmIQX2t.png

MV: Hmmmm, good enough.... for now.
.
.

MV: And oh, I see you have documented 'Shift+R' too. You know, that is a very powerful tool for landscaping.

P: Landscaping? What is it used for? Some virtual Lego? Tell me is not something illegal, I want my peace.

MV: It's.... complicated stuff. Have fun with your new-earned fortune.

MV: (Voice distancing off) Don't spend it all on building your underground bunker cos it will be of no use in your lifetime ya....
*****

That's how our rendezvous ended... for now.

Yours truly,
BS
(your personal) Bobby Ray's Backroom Specialist
--------------------------------

[Updated on: Wed, 01 April 2015 15:14]

Re: LLP[message #316671] Thu, 28 March 2013 14:17 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130326 Henry r5953 & r5959
--------------------------------
For Modders only
--------------------------------
- Allows militia training for cities with <townUsesLoyalty> set to 0. Useful for military outposts, mega-cities etc.
- Editor: New Hotkey '/' & 'Ctrl+/' to place item under mouse cursor


http://i.imgur.com/vN1jYWG.png

Father Walker: The time has arrived, they shall bath in our wrath.... *hic!*... with alcohol. *hiccck!*
--------------------------------

[Updated on: Wed, 01 April 2015 15:14]

Re: LLP[message #318556] Fri, 03 May 2013 06:28 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130503 Ida r6051
--------------------------------
XML Customization
--------------------------------
- Added slower <bEvolution> rates, growth slowdown will be more pronounced on higher stat values for possible scenarios like old age, spacing out nerds, plain duds or resurgence of favorite no-growth mercs
<bEvolution>3</bEvolution> - 0.75x normal rate
<bEvolution>4</bEvolution> - 0.5x
<bEvolution>5</bEvolution> - 0.25x

(E.g. if 40% chance to gain subpoints on NORMALEVOLUTION for each dice thrown, 3 - 30% chance; 4 - 20% chance; 5 - 10% chance.)

Coupled with wisdom stat, more variation in growth rates will be expected.
--------------------------------

[Updated on: Wed, 01 April 2015 15:15]

Re: LLP[message #318573] Fri, 03 May 2013 15:52 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
:thumbsup: :super:
Re: LLP[message #319435] Sun, 12 May 2013 18:13 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130512 John r6073
--------------------------------
Ja2_Options.ini Customization
--------------------------------
Well, things just don't remained the same after Arulco...

- Added random starting salaries & tweaked random stats generation. Now hiring never-before-used mercs becomes all the more likely. Get back to the game.
(Requires a new game to take effect)

;------------------------------------------------------------------------------------------------------------------------------
; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
; 0 = do not use random stats (JA2 vanilla setting)
; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values
; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8)
;
; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
; Valid +/- range (0-50)
; For example MERCS_RANDOM_STAT_RANGE = 10,
; Stat = 80 will random between 70-90
; Stat = 95 will random between 90-100 due to 100 maximum limit
; Stat = 5 will random between 1-9 due to 1 minimum limit
; Stat = 0/1/100 will not random
;
; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3.
; Valid +/- range (0-4)
; For example MERCS_RANDOM_EXP_RANGE = 2,
; Exp = 4 will random between 2-6
; Exp = 8 will random between 7-9 due to 9 maximum limit
; Exp = 2 will random between 1-3 due to 1 minimum limit
; Exp = 1/9 will not random
;------------------------------------------------------------------------------------------------------------------------------

MERCS_RANDOM_STATS		= 1
MERCS_RANDOM_STAT_RANGE		= 10
MERCS_RANDOM_EXP_RANGE		= 1

;------------------------------------------------------------------------------------------------------------------------------
; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE)
; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30)
;------------------------------------------------------------------------------------------------------------------------------

MERCS_RANDOM_START_SALARY					= TRUE
MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER		= 30
--------------------------------
Lend your support to Jagged Alliance Flashback kickstarter if you like what modders & coders have been doing for JA2 where thousands (I do think I'm underestimating) of voluntary man-hours have been put into the mods & sourcecode.

[Updated on: Wed, 01 April 2015 15:16]

Re: LLP[message #319439] Sun, 12 May 2013 19:24 Go to previous messageGo to next message
Flugente

 
Messages:3158
Registered:April 2009
Location: Germany
While that certainly seems a worthy addition, I feel this should be off by default. Objections?


Re: LLP[message #319462] Mon, 13 May 2013 02:09 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Something for the new game settings, I'd say.

Re: LLP[message #319469] Mon, 13 May 2013 04:12 Go to previous messageGo to next message
Thor

 
Messages:431
Registered:February 2007
Location: Belgium
As stated before, I like it... It's a great impovement! Wink
Re: LLP[message #319477] Mon, 13 May 2013 05:40 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
Flugente
this should be off by default. Objections?

I'm fine with either. Random_Stats was on since end March, just following as it is.

Like what Flugente has changed before, maybe set Random_Stats default OFF while Random_Salary default ON so as not to overwhelm players spending their time reassessing every merc on each new game.
Slax
Something for the new game settings

It will be better, but it's not easy to make it understandable with its numerous options in 2-3 words. Smile
Re: LLP[message #319481] Mon, 13 May 2013 09:28 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Buggler
Slax
Something for the new game settings

It will be better, but it's not easy to make it understandable with its numerous options in 2-3 words. Smile

Randomized Character/MERC Stats/Attributes?

Re: LLP[message #324721] Wed, 04 September 2013 15:26 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
130904 King r6355
--------------------------------
Militia Assignment Expansion to 6x6 area
--------------------------------
We are at a lost...

Prepare for battle!

Return to your posts!


Ganduffy commanded, galloping on his white horse throughout the city of Mana Truth.

http://i.imgur.com/IeH8NIA.png

Outnumbered and surrounded, this is our last stand.
--------------------------------
Militia Assignment background (MilitiaMaps.sti) is located in Data\Interface.slf

Edit:
Quote:
does this mean that Cities.xml and MILITIAMAPS.STI have to be changed or will this feature work with the default 3x3 maps and XML?
Will work with default 3x3 maps and XML provided data in XML is defined correctly

[Updated on: Wed, 01 April 2015 15:17]

Re: LLP[message #324722] Wed, 04 September 2013 15:31 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
Neat, that will really help mods with oversized cities.


Re: LLP[message #324724] Wed, 04 September 2013 15:39 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
You made me very happy. Your modifications are the tiny but are of great use.

P.S: Gondor Militia?

Re: LLP[message #324725] Wed, 04 September 2013 15:59 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Gambigobilla
P.S: Gondor Militia?

Yeah, we're lacking a LotR-middle-earth mod to JA2 ... Very Happy

@buggler: :thumbsup:
Re: LLP[message #324738] Wed, 04 September 2013 18:39 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
Wil will love this. UC really needed that one.
Re: LLP[message #324740] Wed, 04 September 2013 20:02 Go to previous messageGo to next message
silversurfer

 
Messages:2164
Registered:May 2009
Buggler

--------------------------------
Militia Assignment Expansion to 6x6 area
--------------------------------

Wait a minute - does this mean that Cities.xml and MILITIAMAPS.STI have to be changed or will this feature work with the default 3x3 maps and XML?

Re: LLP[message #324750] Wed, 04 September 2013 22:52 Go to previous messageGo to next message
iklop

 
Messages:85
Registered:July 2013
Location: Germany
Thank you very much Buggler :cheerleader:
Re: LLP[message #327473] Sat, 02 November 2013 06:26 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
131101 Lincoln r6551
--------------------------------
Merc Cover Display View for All Mercs
--------------------------------
Think u got all angles covered? Think never again.

- Merc cover display view for all mercs in both real-time and turn-based mode. Multi-selection only possible in real-time mode
(Use hotkey '=' to view cover display for all mercs in turn-based mode)

http://i.imgur.com/GQjSyaN.jpg

Time to play some S**T!
--------------------------------
Note:
1. Activating display cover while moving groups in real-time mode will result in jerky gameplay due to recalculation of cover display.
2. When playing at resolution >1024x768, There will be graphic glitches for the bottom half of display cover as shown in the above screenshot. The bug should be present in vanilla too but did not manifest due to lower game resolution.

Edit:
Bananarepublic
Is it possible to also display sight range for all vieweable enemies (hotkey DEL)?

It's already possible in v4870.

[Updated on: Wed, 01 April 2015 15:18]

Re: LLP[message #327863] Sun, 10 November 2013 17:29 Go to previous messageGo to next message
Bananarepublic

 
Messages:38
Registered:October 2013
Awesome!

Is it possible to also display sight range for all vieweable enemies (hotkey DEL)?
Sometimes merc 1 can see enemy a and b, but merc 2 can't and i have to cycle between them to see available safe spots.

[Updated on: Sun, 10 November 2013 17:55] by Moderator

Re: LLP Lincoln[message #328131] Thu, 14 November 2013 10:46 Go to previous messageGo to next message
niculinux

 
Messages:86
Registered:January 2012
Location: Italy
Thanks!! :cheerleader: :cheerleader: :cheerleader:
Re: LLP[message #328790] Wed, 04 December 2013 03:30 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
131125 Mary r6605, r6633 & r6649
--------------------------------
Helicopter Refuel Site XML Externalization
--------------------------------
In TableData/Map/HeliSites.xml,
<!--
This file defines helicopter refuel sites in game.

Fields index:
	refuelIndex			- it is UNIQUE number of refuel site. Heli will be initialized at Index 1.
					Index 2 need Jake's (ProfileID = 113) dialogue script after freeing Shank (ProfileID = 67)
					to be available on top of usual conditions of freeing enemy sector and airspace control.
	
	refuelSector			- refuel site coordinates.
	
	refuelHidden			- code not used/saved at the moment.
	
	refuelHeliTileIndex		- Heli tile index number in map tileset.
					The 6 heli tiles must be in the same sequence as original.
				  
	refuelHeliGridNo		- Show heli graphics when landed in sector. Require heli tiles in map tileset
					to display correctly. Else, will show tiles that occupies the same tile index.
					
	refuelSkyriderGridNo 		- Skyrider standing gridno
	
NOTE:
Helicopter can be initialized in Overhead.lua script.
Maximum 2 refuel sites can be used in game.
-->
<HELI_INFO>
	<REFUELLIST>
		<REFUEL>
			<refuelIndex>1</refuelIndex>
			<refuelSector>
				<x>13</x>
				<y>2</y>
			</refuelSector>
			<refuelHidden>0</refuelHidden>
			<refuelHeliTileIndex>399</refuelHeliTileIndex>
			<refuelHeliGridNo>9001</refuelHeliGridNo>
			<refuelSkyriderGridNo>8362</refuelSkyriderGridNo>
		</REFUEL>
		<REFUEL>
			<refuelIndex>2</refuelIndex>
			<refuelSector>
				<x>6</x>
				<y>9</y>
			</refuelSector>
			<refuelHidden>0</refuelHidden>
			<refuelHeliTileIndex>435</refuelHeliTileIndex>
			<refuelHeliGridNo>13067</refuelHeliGridNo>
			<refuelSkyriderGridNo>12428</refuelSkyriderGridNo>
		</REFUEL>
	</REFUELLIST>		
</HELI_INFO>

Currently heli refuel site max limit is fixed at 2 to maintain savegame compatibility. Once it's broken, will piggyback along to expand the max limit. Committed in r7214 by Flugente.
--------------------------------

[Updated on: Wed, 01 April 2015 15:24]

Re: LLP[message #328792] Wed, 04 December 2013 04:21 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Air cavalry is coming ...! Wink
:super:
Re: LLP[message #329620] Tue, 07 January 2014 06:44 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
140106 New York r6724 & r6732
--------------------------------
Creature Underground Sector Externalization
--------------------------------
While the usual suspects are warring above, things are just starting to brew underneath.

In TableData/Map/CreaturePlacements.xml,
<!--
This file defines creatures placement & composition for SCI-FI MODE, when ENABLE_CREPITUS = TRUE.

Fields index:
Placement
	Index			- UNIQUE number for creature site. Max 10 possible sites; only 1 will be randomly
					activated based on 'Infectible' status, mine control and not attacking its headminer.
	
	ATTACKSOURCE		- sector where creature surfaces to attack town.
					Its associated B1 underground sector MUST be defined as a habitat/queen sector.
	
	ALTERNATEMAP		- sector using alternate map when creature quest is initiated.
	
	WARPTOSECTOR		- warp destination on tactical screen exit after creature quest completion.
					Works only when in habitat/queen sector and SectorZ >= 2.
				  
	QUEENSECTOR		- come to Mama!
					
	HABITATSECTOR		- linked underground sectors where creatures will be guests. Max 255 per site.
					For dungeon crawling, dead-ends can be set; spawning will take time to fill though.

Composition
	CompIndex		- Max 50 compositions. The 6 percentage tags MUST add up to 100.
	
	MaxPopulation		- limited by MAX_NUMBER_CREATURES_IN_TACTICAL in Ja2_Options.ini
	
	Default Vanilla Composition. 
		0 - QUEEN_LAIR, where the queen lives. Highly protected.
			Reserved for QUEENSECTOR. HABITATSECTOR using Composition '0' will be ignored.
		1 - LAIR, part of the queen's lair; lots of babies and defending mothers
		2 - LAIR_ENTRANCE, where the creatures access the mine.
		3 - INNER_MINE, parts of the mines that aren't close to the outside world
		4 - OUTER_MINE, area's where miners work, close to towns, creatures love to eat [img=images/smiley_icons/icon_smile.gif]Smile[/img]
		5 - FEEDING_GROUNDS, creatures love to populate these sectors [img=images/smiley_icons/icon_smile.gif]Smile[/img]
		6 - MINE_EXIT, the area that creatures can initiate town attacks if lots of monsters.
	
NOTE:
Quest initialized by 'CheckConditionsForTriggeringCreatureQuest' in StrategicTownLoyalty.lua script OR
	CREPITUS_FEEDING_SECTOR in Creatures_Settings.ini
Index sequence MUST be the same order as the 'Infectible' sequence at 'InitializeMines' in initmines.lua. 
All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderground.lua script.
Non-linked sites can only be initialized at 'PopulateSectors' in initunderground.lua script on game start.
	Creatures will obediently stay in sector like the underground enemies.
-->

Now modders can be so sick to construct an elaborate underground dungeon crawler with respawning creatures before reaching Queen D.
(Previously we can only mod static underground enemies, bloodcats and creatures)

Queen's production rate is found in Creatures_Settings.INI.

Oh, crepitus can also now be domesticated and stealthy to randomly attack any player-controlled sectors in Ja2_Options.ini.
Quote:
; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE
CREPITUS_ATTACK_ALL_TOWNS = FALSE

All will be in the upcoming stable branch.
--------------------------------

[Updated on: Wed, 01 April 2015 15:26]

Re: LLP[message #331668] Mon, 07 April 2014 04:20 Go to previous messageGo to previous message
Buggler

 
Messages:214
Registered:November 2009
140406 Ocean r7133 & r7135
--------------------------------
Dynamic Tactical Squad Hotkeys
--------------------------------
Tactical squad hotkeys are now sorted and auto-assigned to only those that are present in sector (thanks Sevenfm).

Houston, we have a problem at A13.

Battle		Squad 6			Reinforcements
commences	decimated		2, 16 arrives

[1]Squad 3		[1]Squad 3		[1]Squad 2
[2]Squad 6	->	[2]Squad 12	->	[2]Squad 3
[3]Squad 12		[3]Squad 18		[3]Squad 12
[4]Squad 18					[4]Squad 16
						[5]Squad 18

Using Flugente's xml squad names feature,

Battle		Foxtrot			Reinforcements
commences	decimated		Bravo, Papa
					arrives
[1]Charlie		[1]Charlie		[1]Bravo
[2]Foxtrot	->	[2]Lima		->	[2]Charlie
[3]Lima			[3]Romeo		[3]Lima
[4]Romeo					[4]Papa
						[5]Romeo
*[x] - tactical screen squad hotkeys

--------------------------------
Country Name & Noun Externalization
--------------------------------
In Cities.xml,
<CITY_INFO>
	<COUNTRY>
		<countryName>Gotham City</countryName>
		<countryNoun>Gotees</countryNoun>
	</COUNTRY>
	<CITYLIST>
		<CITY>

http://i.imgur.com/N3d8udV.png

Most other Arulco references are in the EDT files, e.g. Help.edt
('Arulco' and 'Arulcan' will be used for mods without relevant tags)

All will be in the upcoming stable release.
--------------------------------

[Updated on: Wed, 01 April 2015 15:28]

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