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Thread: IWTE - World editing - (General Discussion)

  1. #2941
    Laetus
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    Default Re: IWTE - World editing - (General Discussion)

    No, it is not the reason. The whole area under the techtree building is completly flat.

  2. #2942

    Default Re: IWTE - World editing - (General Discussion)

    Posting here to try to get to page 148 - which I can't see currently...
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  3. #2943

    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by makanyane View Post
    Pressie from Wilddog attached; Attachment 355197
    which should be the file IWTE uses for the cas to ms3d to cas conversions, for static strat map things.

    It might also help if you use IWTE and "Strat_Map" tab and "Read Strat Cas" - that'll give you a text output of the cas file - e.g. headers/trailers/chunk sizes etc, just without the lists of verts/normals etc
    Thank you very much

  4. #2944

    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by AriovistusSuebus View Post
    No, it is not the reason. The whole area under the techtree building is completly flat.
    In that case not sure - unless the techtree terrain is set at -8 or something silly...

    could you send me the files for the settlement and the files for the techtree building (.world .worldcollision .animinstances & .worldterrain)
    upload somewhere and pm me the link if they're private
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  5. #2945

    Default Re: IWTE - World editing - (General Discussion)

    Thanks for sending! For others reference it turns out that latest version of IWTE is showing the rectangular terrains (only applies to techtrees) at 90 degrees to where they should be (oops)

    Until that's bug-fixed if this is causing problems, you can either rotate the techtree .worldterrain by 90 degrees - so it looks wrong, but is actually right! Or if it's flat re-size so instead of 17x9 you have 9x17... etc.

    I'm not sure currently which version of IWTE this started with - if you load a vanilla rectangular techtree (view 2d and load .worldterrain from 'files') with whichever version of IWTE you're using you should be able to tell if it's working correctly! I'll check that out when we're back from a short break.
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  6. #2946
    Withwnar's Avatar Script To The Waist
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    Default Re: IWTE - World editing - (General Discussion)

    Pretty sure it's okay in 16_07_B. That's the latest I have and have done a lot of techtree stuff with that or the version prior.

  7. #2947
    Arkay's Avatar Semisalis
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    Default Re: IWTE - World editing - (General Discussion)

    Hi, I'm having a bit of an issue with defense points. As soon as the gate is destroyed, the AI sends two/three units behind the breach instead of defending the area around the plaza:


    Spoiler Alert, click show to read: 


    Can't figure out why..

  8. #2948

    Default Re: IWTE - World editing - (General Discussion)

    If that's the only breach point isn't that actually sensible behaviour?
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  9. #2949
    Arkay's Avatar Semisalis
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    Default Re: IWTE - World editing - (General Discussion)

    Is it? Shouldn't the AI defend the area near the defense point?

  10. #2950

    Default Re: IWTE - World editing - (General Discussion)

    AI should fall back towards plaza when certain amount of walls/breaches are lost. Have a look at the battle ai txt file.

    Also check, I think it's 'settlement mechanics' txt file , there's a lisg of which settlement types use the defence points, you might have to add some (castles?)

    I'm not at PC for a while so can't look up the files.
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  11. #2951
    Arkay's Avatar Semisalis
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    Default Re: IWTE - World editing - (General Discussion)

    Hmm I can't find anything related to defence points, maybe I'll have better luck with the ai_battle file. Thank you.

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