Moderator
M
Moderator
18:02, 26th Mar 2010
ap0calypse: Approved
Temporarily rejected.
ap0calypse: Approved
Temporarily rejected.
(5 ratings)
Never encountered.Could just be me, but whenever I click the Build button the game crashes :/
That's the trick, I already posted why on the thread.Lumber harvest is slow, I know it wasn't exactly fast in War2 but it's going beyond that. I had ALL my peasants on lumber because I had none and more gold than I knew what to do with.
Yeah. I wish I could encounter someone who could make an alternative.The advanced building system has some potential problems. You'll drop gold and lumber and probably loose buffs too. Sadly I don't know an alternative, I tried shapeshifting but they can't actualy start construction of anything in the secondary set. It auto-cancels when they start.
I'll see what I can do.Oil harvest is fubar. When the oil comes in doesn't corrispond to the gold drop off. This can be slightly abused in that a tanker need never empty itself, just go back to the rig repeatidly. It won't take more oil since it's full but it will trigger oil harvest (usually, see below), thus you don't deplete your rig and don't nessicarily have to go as far. The oil sometimes arrives just after leaving the rig... sometimes you need to approach the rig for it to cash in... sometimes the oil gets hung and doesn't cash in until you approach the rig again or another tanker does.
I'll test againMephestrial's return bug is noted to be occuring. I have no idea on a fix. Is there a way to manually set the building to return to in a trigger?
We are the same person -_-Nice work on the map supertoinkz and Gwafu.
First of all, every GUI triggers has no leaks (I already used Leak Checker and my friend to see). But I don't know vJass leaks or not. Here's the code (made by Teelo)Maybe its just me. But after playing for about 15-20 mins it started lagging Massivly like 3 Fps. Its not like a have a bad Pc.
function Trig_Oil_Multiboard_Actions takes nothing returns nothing
local integer index = 1
// No need to check for active players anymore, if it will only be shown to the local player
//set udg_TempForce = GetPlayersMatching(Condition(function Trig_Oil_Multiboard_Copy_Func002002001))
loop
exitwhen index > bj_MAX_PLAYERS
set udg_oilMultiboard[index] = CreateMultiboard()
call MultiboardSetRowCount(udg_oilMultiboard[index], 1)
call MultiboardSetColumnCount(udg_oilMultiboard[index], 1)
call MultiboardSetTitleText(udg_oilMultiboard[index], "Oil")
call MultiboardSetItemIconBJ(udg_oilMultiboard[index], 1, 1, "ReplaceableTextures\\WorldEditUI\\Editor-ItemSet.blp")
call MultiboardSetItemStyleBJ(udg_oilMultiboard[index], 1, 1, true, true)
call MultiboardSetItemWidthBJ(udg_oilMultiboard[index], 1, 1, 7.00)
call MultiboardSetItemValueBJ(udg_oilMultiboard[index], 1, 1, I2S(udg_OilS_OilInt[index]))
if (ConvertedPlayer(index) == GetLocalPlayer()) then
call MultiboardDisplay(udg_oilMultiboard[index], true)
endif
set index = index + 1
endloop
// Bye!
//set udg_OilS_MB = GetLastCreatedMultiboard()
// Removing the header line... bye!
// call MultiboardSetItemValueBJ( udg_OilS_MB, 1, 1, "TRIGSTR_669" )
// call MultiboardSetItemValueBJ( udg_OilS_MB, 2, 1, "TRIGSTR_670" )
// call MultiboardSetItemStyleBJ( udg_OilS_MB, 1, 1, true, false )
// call MultiboardSetItemStyleBJ( udg_OilS_MB, 2, 1, true, false )
// call MultiboardSetItemWidthBJ( udg_OilS_MB, 1, 1, 20.00 )
// Removing the players name column... bye!
// call MultiboardSetItemIconBJ( udg_oilMultiboard[index], 1, 1, "ReplaceableTextures\\WorldEditUI\\Editor-Force.blp" )
// call MultiboardSetItemStyleBJ( udg_OilS_MB, 1, ( GetForLoopIndexA() + 1 ), true, true )
// call MultiboardSetItemValueBJ( udg_OilS_MB, 1, ( GetForLoopIndexA() + 1 ), GetPlayerName(ConvertedPlayer(GetForLoopIndexA())) )
// call MultiboardSetItemWidthBJ( udg_OilS_MB, 1, ( GetForLoopIndexA() + 1 ), 20.00 )
// call MultiboardSetItemWidthBJ( udg_OilS_MB, 2, ( GetForLoopIndexA() + 1 ), 7.00 )
endfunction
//===========================================================================
function InitTrig_Oil_Multiboard takes nothing returns nothing
set gg_trg_Oil_Multiboard = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Oil_Multiboard, 1.00 )
call TriggerAddAction( gg_trg_Oil_Multiboard, function Trig_Oil_Multiboard_Actions )
endfunction
Yeah. I wish I could encounter someone who could make an alternative.
Their attacking is random.The AI seems a little "stupid". For example, they attacked the middle with 3 melee soldiers and a catapult... = dead in a second. (That was on insane computers)
I'm finding one :/The oil wells look a little weird. Simply a normal well with changed colors. Would be a lot cooler if you could get a model simular to the WCII one, like real oil.
If you can make/suggest another system, it's very appreciated.The "Build Structure" and "Build More Structures" buttons are bugging pretty often. They change place sometimes, which is slightly annoying.
The shipyards was hard to place. Maybe it's supposed to be built only where it's a lot of shallow water, but I would like to build it behind my base for better defence - but there was not enough shallow water there (I like small compact bases with a lot of walls and towers)
I can't, it must be the wc3's engine.When the oil tanker has built the oil platform, it should automaticly go start getting oil.
Stick with it :/.The oil tanker bugs when leaving the oil platform. Has a really hard time to move out of the shallow water. (Stuck like 7 seconds)
They won't, I can make them build the shipyards.The AI doesn't build a shipyard or boats, and I daubt they can harvest oil.
I know the AI is weak, it will have tweaks next version.The AI didn't attack my units when standing next to them at some points.
See post aboveThe AI never attacked my base on a full game of around 30 min.