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Re: make all AI\'s allied
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Re: make all AI\'s allied
Taking this thread to the side:
I have always seen the independents and special monster nation numbers on the list, but ignored them. What would happen if I assigned a province and maybe even a pretender to one of these in a map edit? Would they become an additional nation? Or would they get chopped because they are not in the nation setup menu? |
Re: make all AI\'s allied
You're likely to get Very Interesting results, but what those results would be, nobody knows.
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Re: make all AI\'s allied
I set up a map setting up a #specstart for nation 24 and it did not appear in the specified province. I guess that because it wasn't in the nation setup menu it didn't get placed, although I did use random for the nation.
Is it possible that there was an era conflict? I have seen that before with typos. |
Re: make all AI\'s allied
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Re: make all AI\'s allied
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Re: make all AI\'s allied
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Re: make all AI\'s allied
Agreed that Wikd Thots is rude (habitually). However, I can't think that this could be done so easily in Excel - but I could do it in a minute or so in Perl. All I'd need is the highest nation number in the game. Do you know what it is Edi (don't have the database here)?
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Re: make all AI\'s allied
The nation numbers range from 0 to 70.
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Re: make all AI\'s allied
It is actually very easy to do in Excel. Just add "#allies 1 " to two cells, select, drag down until you have 70, then "#allies 2 " and so forth. Then the next column gets 1, dragged down so it autoincrements, then repeat for others. Copy paste the whole lot to a text editor and replace all tabs with a single space and eliminate the rest. Done.
Still a lot more work than with a script. Nation numbers go from 0 to 70, with 23, 24 and 25 as special monsters and several others currently not in use. You need to refer to the DB to see which lines need to be eliminated. |
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