Think those are the only ones but haven't really looked into that bit for a year or so.Originally Posted by Rozanov
You need a plaza to 'capture' and you need a deployment zone in order to 'setup the defence'. Though I never tried it without. It should enable you to convert most ambients to something that can be 'held'. The only item I know that can cause a problem is tied to the 6th float (I think I referred to it as the 7th float). Essentially there are a lot of attributes which affect the header number (not the sequential number) and it has to be a valid entry or it crashes. So at the moment you can convert say lake_a (hamlet by a lake) to use as a village but if you use the large hamlet and remove the roadmarkers I think it crashes (we were doing some tests on that and got a crash but as I haven't added the option to add or remove the roadmarkers yet I wasn't too bothered.do "forts" need plazas and deployment zones before they can be used on battle maps as forts ?
(I'm thinking probably yes or how how else is the game engine going to know who wins?)
Please make sure its the version 1v3_1 you are using also.
Let me know if changing the deployment outline is too slow - I want to use a similar process for some other things.
The read me says .. 2) Worldfiles - This is where you read or save the world, collision and animinstance binary files - these always ask for all 3 files and a save name. This is to support the extension of the objects table and because it was easier to ask for everything upfront (see below readme from v 1.2).Originally Posted by wolfslayer
Is this what you are seeing or something else?