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  #1  
Old February 6th, 2004, 06:24 PM

Pocus Pocus is offline
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Default Re: 2 bugs in scenario editing, and a question

Quote:
Originally posted by Gandalf Parker:
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.
its a bug, as you cant set independant forces (they stay at 3), and you have no script to change it either. Also in 2.02 there was not this problem.
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Old February 6th, 2004, 06:35 PM
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Kristoffer O Kristoffer O is offline
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Default Re: 2 bugs in scenario editing, and a question

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Originally posted by Pocus:
1. the #scenario command is buggy, and if set, wont allow the players to parametize their game.

That is the point of the command. You also get a yellow star.
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Old February 6th, 2004, 06:42 PM
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Default Re: 2 bugs in scenario editing, and a question

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Originally posted by Pocus:
its a bug, as you cant set independant forces (they stay at 3), and you have no script to change it either. Also in 2.02 there was not this problem.
I do not get it.

Is it impossible to set independent strength in a scenario?

What was it that had changed from 2.02?
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Old February 6th, 2004, 08:32 PM

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Default 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.
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Old February 6th, 2004, 09:38 PM
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Default Re: 2 bugs in scenario editing, and a question

Quote:
Originally posted by Pocus:
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.
The scenarios have never given you the ability to modify the game settings.
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Old February 6th, 2004, 10:09 PM

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Default Re: 2 bugs in scenario editing, and a question

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Originally posted by Pocus:
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?
Dominions 2 uses unix linefeeds, which only have an LF, whereas Windoze uses CR/LF. Thus, when you load a Dominions 2 file that has been written out by Dom2, you see the unix Version. You probably need to find some sort of tool to process this. I just smbmount the Dom2 directory on my Linux box and read them from there.


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?
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Old February 6th, 2004, 11:57 PM

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Default 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)...
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