![]() |
2 bugs in scenario editing, and a question
1. the #scenario command is buggy, and if set, wont allow the players to parametize their game.
2. the #startspell command doesnt work. now a question: even if I perform some carriages return in the scenario description, all the text is displayed as a unique line under dom. I suppose its an incompatibility with windows? |
Re: 2 bugs in scenario editing, and a question
I have a scripted scenario based on Aran map (Tomb of the Lizard King is his name). If I can have some answers about these issues, I could release it.
TIA. Pocus. |
Re: 2 bugs in scenario editing, and a question
Im debating if the #scenario thing is a bug. It might be the way they meant scenario to be all along.
I myself used it just to put a pretty star next to my maps saying "this one is special and not just a map" because maybe I had writtena storyline in the description. It didnt always feel right because sometimes the only thing different about it was that it had a star by its name. Now if I declare it a scenario it has to have more than just a storyline in the description. It has to lay out the entire world. Just a thought. |
Re: 2 bugs in scenario editing, and a question
Quote:
|
Re: 2 bugs in scenario editing, and a question
Quote:
|
Re: 2 bugs in scenario editing, and a question
Quote:
|
Re: 2 bugs in scenario editing, and a question
Quote:
|
Re: 2 bugs in scenario editing, and a question
Quote:
Is it impossible to set independent strength in a scenario? What was it that had changed from 2.02? |
Re: 2 bugs in scenario editing, and a question
yes its one the difference, I'm rather sure that even with a scenario you could set indep strength and site frequency, etc. in 2.02. This is mostly problematic with the indep settings, as we dont have a scripted command to modify it.
|
Re: 2 bugs in scenario editing, and a question
Quote:
|
Re: 2 bugs in scenario editing, and a question
Quote:
There is, however, another interesting map edit bug I've found: Despite flagging certain parts of the map "NO START", I wound up starting there anyway. Doublechecking it, I found that I had, in fact, flagged that island "no start"....and started there anyway. Is this flag not working? |
Re: 2 bugs in scenario editing, and a question
Pocus, a couple things I've observed :
1/Editing .map in Notepad looks screwed (the original files only have #13 that doesn't show a line break under Notepad), so I use Wordpad. Maybe this changes absolutely nothing in game... 2/ Startspell DOES work ! I've played one game of ArcoEye map where the AI cast its starting "Arcane Nexus" spell on turn 6 or so, way before he could have researched it. Then I changed the .map to allow a human to play Arco, and I did saw the spell in the Cast Ritual spell list right from the start ! The command doesn't work in mod (.dm) files though)... |
All times are GMT -4. The time now is 01:14 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.