Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Amalgumated Coding Questions

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> Amalgumated Coding Questions Page: [1]
Login
Message << Older Topic   Newer Topic >>
Amalgumated Coding Questions - 6/18/2013 9:02:27 PM   
ghoward

 

Posts: 147
Joined: 11/9/2007
Status: offline
Does anybody know how to set the NewDawn masterfile (or any of the others, for that matter) to allow engineers to repair cities? I remember Bombur did it in his global domination series, but I can't figure out how. I am using the AT Gold engine (v2.15e) and maybe it is hard wired in there. I think I managed to make cities buildable by messing around with the statistics on the item types page, but what I want is to make them repairable, not buildable. Any ideas?
Post #: 1
RE: Amalgumated Coding Questions - 6/18/2013 10:31:16 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
Use the editor and on the LT screen change your cities towns ect to allow building. Do not allow the smallest to be built. That should do it.

Opps forgot if you don't want your engineers to make new cities set the required build to something they can not build like a village or town type not in your game.

< Message edited by Twotribes -- 6/18/2013 10:33:06 PM >

(in reply to ghoward)
Post #: 2
RE: Amalgumated Coding Questions - 6/19/2013 6:13:29 PM   
ghoward

 

Posts: 147
Joined: 11/9/2007
Status: offline
Thanks, Twotribes I gave this a try. With a random game I have saved as a scenario I set cities to "buildable" and EP cost to 40, leaving supply cost and pp cost at 0 and I still cannot repair a city. The build/repair button is darkened, and a hover gets a "location cannot be repaired" message. There has to be some switch or rulevar somewhere that controls weather or not repairing is allowed or what may and may not be repaired. I don't think anything in these random scenarios are repairable with the default masterfiles. Spin one up and give it a try. Thanks for your response.

(in reply to Twotribes)
Post #: 3
RE: Amalgumated Coding Questions - 6/20/2013 10:46:42 AM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
It´s somewhere in the RuleVars if i don´t recall wrongly.

(in reply to ghoward)
Post #: 4
RE: Amalgumated Coding Questions - 6/20/2013 11:27:13 AM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
It seems to be rulevar 504

(Enable/Disable features)
504) Disable Build/Repair Location (0=no, 1=yes).

Change this to 0, and you should be able to repair cities and such as normal

(in reply to ernieschwitz)
Post #: 5
RE: Amalgumated Coding Questions - 6/20/2013 5:12:49 PM   
ghoward

 

Posts: 147
Joined: 11/9/2007
Status: offline
Thank you for taking the time to look. I found that switch last week and it's already set to 0. I even tried setting it to 1, but, as advertised, that makes the build/repair button disappear completely.

(in reply to ernieschwitz)
Post #: 6
RE: Amalgumated Coding Questions - 6/20/2013 5:48:14 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Hmmm that must be rather frustrating. I wonder how Vic accomplished the no-repair feature then...

(in reply to ghoward)
Post #: 7
RE: Amalgumated Coding Questions - 6/20/2013 6:16:58 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
I don´t like not understanding stuff, so i went into the editor with a few ideas.

1). It could be a rulevar

I checked those, and found to my surprise that repairing had been allowed.

2). It could be that the rulevar was changed in the code.

Well, no dice. I couldn´t find an event doing that.

3). I checked the LTs, SFTs and even Items, to see if it was something there... and still no dice.

I have an idea i might check up on later, but, so far I am stumped!

(in reply to ernieschwitz)
Post #: 8
RE: Amalgumated Coding Questions - 6/20/2013 6:25:16 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
FOUND IT! (I think)

Under Rulevars -> ZOC, Recon & Autoconquer -> Rulevar 902 Disable that engineers can repair locations. Set this to 0. Instead of 1 as is.

It should fix it.

(in reply to ernieschwitz)
Post #: 9
RE: Amalgumated Coding Questions - 6/22/2013 8:56:49 PM   
ghoward

 

Posts: 147
Joined: 11/9/2007
Status: offline
You are my hero! Now why didn't I see that. I read rulevars until my eyeballs fell out. I guess I wasn't paying attention when I got to the bottom of ZOC, Recon & Autoconquer Thank you.

(in reply to ernieschwitz)
Post #: 10
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> Amalgumated Coding Questions Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

3.203