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Thread: ETW Runtime Memory Stucture Documention

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  1. #1
    Ordinarius
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    Default Re: ETW Runtime Memory Stucture Documention

    I upload a complete attrition map

    I'm not too satisfied of this map, but that's the beginning

    This map is no more based on groundtypes, but on climates

    there are 5 types of attrition in this map

    heat attrition all year rgb (247, 150, 70)
    heat attrition only in summer rgb (192, 80, 77)
    cold attrition only in winter rgb (75, 172, 198)
    cold attrition all year rgb (166, 166, 166)
    cold attrition in winter and heat attrition in summer rgb (146, 208, 80)

    I don't know if it is possible this last type

    now I'm gonna mod snow mask for summer

  2. #2

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by PietroMicca View Post
    I upload a complete attrition map

    I'm not too satisfied of this map, but that's the beginning

    This map is no more based on groundtypes, but on climates

    there are 5 types of attrition in this map

    heat attrition all year rgb (247, 150, 70)
    heat attrition only in summer rgb (192, 80, 77)
    cold attrition only in winter rgb (75, 172, 198)
    cold attrition all year rgb (166, 166, 166)
    cold attrition in winter and heat attrition in summer rgb (146, 208, 80)

    I don't know if it is possible this last type

    now I'm gonna mod snow mask for summer
    Pietro, would you be able to add some basic geography onto this map? We need to be sure our co-ordinates are being converted precisely, and it's hard to tell exactly where a point is just by looking at the attrition areas.
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    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  3. #3
    Flikitos's Avatar Campidoctor
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    Default Re: ETW Runtime Memory Stucture Documention

    Nevermind will wait for your brilliant work guys for testings!

    Do not want to be boring with my questions but is it possible to add a flag specific for the attritions as in NTW?

  4. #4
    Inevitability won
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    Default Re: ETW Runtime Memory Stucture Documention

    Getting very close now! One tiny and annoying Lua bug to fix then the attrition system will be done and on top of that the whole basic framework will be pretty much set to move on to other things and to release it for others to do with what they wish.

  5. #5
    Ordinarius
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    Default Re: ETW Runtime Memory Stucture Documention

    Here a map with boundaries

    use it just like reference

    this map is not too precise and there aren't pure colors

    as you can notice part of attrition areas is on sea, but it shouldn't affect your script: units can't be on sea

  6. #6

    Default Re: ETW Runtime Memory Stucture Documention

    hey lads,

    this is still looking awesome, super awesome, super wicked awesome. anyway, when the attrrtion script is finished, do you reckon it will be savegame compatable or will you have to start a new campaign, just wondering.

    goodluck and godspeed

    Cap

  7. #7
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    Default Re: ETW Runtime Memory Stucture Documention

    It won't be savegame compatible I'm afraid. When you start a campaign the scripting.lua is saved into the esf and so it won't have the changes that this needs. That is not to say however than when you start a new campaign you won't be able to save.

  8. #8

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by .Mitch. View Post
    It won't be savegame compatible I'm afraid. When you start a campaign the scripting.lua is saved into the esf and so it won't have the changes that this needs. That is not to say however than when you start a new campaign you won't be able to save.
    thanks for the quick answer.

    i better get world invading and finsih before this comes out then haha

    cheers

  9. #9

    Default Re: ETW Runtime Memory Stucture Documention

    When you are going to release attrition mod?

  10. #10
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    Default Re: ETW Runtime Memory Stucture Documention

    I have no idea, Topcat has disapeared and won't talk to me.. lol

    Things from my perspective were pretty much done, I'm assuming Topcat has been struck by a severe case of "real life" and thus doesn't have much time.

    We got to a stage were we had attrition in-game and working great, we were just in the process of making it look nice for the user with icons and things.

  11. #11

    Default Re: ETW Runtime Memory Stucture Documention

    may i already ask what your next project will be?
    The man, who first used a swear word instead of a spear, probably was the founder of civilisation!
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  12. #12
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    Default Re: ETW Runtime Memory Stucture Documention

    In regards to this I'm not sure, so many things are possible that me and Topcat haven't really talked about a specific goal afterwards.

  13. #13

    Default Re: ETW Runtime Memory Stucture Documention

    I'd like to see ambushes in forests like in NTW

  14. #14

    Default Re: ETW Runtime Memory Stucture Documention

    i`d like the possibility to create protectorats like in shogun 2, after defeating the enemy you may have the option to. and to liberate nations and give a region back to it`s former owner ike in the peninsular campain.

    mitch. your obviously from wales, but your not David Mitchel are you?
    The man, who first used a swear word instead of a spear, probably was the founder of civilisation!
    Sigmund Freud


  15. #15

    Default Re: ETW Runtime Memory Stucture Documention

    Could you release the current version ? To see how it works in general

  16. #16

    Default Re: ETW Runtime Memory Stucture Documention

    I've got time to pick this up again, for a while at least. I'll get in contact with Mitch again; if we make any progress soon I'll let everyone know here. IIRC, the last issue we were hitting was due to some regions having the same name as their capital city, which confuses the Lua code. We may have to release a localisation in order to make this work, though I'm personally not in favour of that as it just opens the floodgates for a whole heap of issues.
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  17. #17

    Default Re: ETW Runtime Memory Stucture Documention

    Any chance to expect attrition mod or it's a dead hope?

  18. #18
    Toxin12's Avatar Civis
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    Default Re: ETW Runtime Memory Stucture Documention

    Please oh please don't let this mod die, I have been watching it for a long time and it looks awesome.

  19. #19
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    Default Re: ETW Runtime Memory Stucture Documention

    Tbh I don't know what happened, we made giant progress pretty much had stuff 99% finished. Then TopCat disappeared and this has faded away..

    We still have all our source code kept safe and like I said its all complete apart from some issues. Honestly I think we just came to the realization that not many people will use it.

  20. #20

    Default Re: ETW Runtime Memory Stucture Documention

    Any way could you release a current version?

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