AoKTS updates

 mullikine


Join Date: 3 April 2010
Posts:112
Edited 10 December 2014 - 4:58 am by mullikine
Thanks guys for your help. I decided in the end to just use the units in the map to estimate what the max values are. This way I was able to to get it working on all units. So can now randomize the look of forests, soldiers, wolves, etc. just by clicking randomize button. :) Just fixed a bug with it but should work good now.
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 mullikine


Join Date: 3 April 2010
Posts:112
Edited 29 December 2014 - 4:59 pm by mullikine
Some cool updates coming out soon :) See conditions and effects on the map, incorrect ones display in red. Click on the map to list the units and triggers at that point. Using keyboard 1-8 G C E can toggle the display of units for each player (inc. gaia), conditions and effects (to make sense of densely populated areas).
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 mullikine


Join Date: 3 April 2010
Posts:112
Edited 29 December 2014 - 5:07 pm by mullikine
So can toggle Conditions, Effect Area and Effect Location separately on the map.
Attachments:
rtd-all.png (file size: 82.99 KB)
rtd-c.png (file size: 37.94 KB)
rtd-e.png (file size: 65.07 KB)
rtd-l.png (file size: 33.25 KB)

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 Barsta


Join Date: 31 July 2011
Posts:2719
Edited 29 December 2014 - 5:16 pm by Barsta
Ah. I've been doing a lot of work on buggy triggers lately. Got to update my aokts version lol.

Wow, just downloaded and its an amazing leap from whatever version I had lol.
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 mullikine


Join Date: 3 April 2010
Posts:112
Edited 29 December 2014 - 5:25 pm by mullikine
Tell me about it! I made this feature just to see if I had any bad triggers! And ew my scenario looks bad now it's all exposed :P

There's so many bugs to fix in aokts :( Please make backups of your work!
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 mullikine


Join Date: 3 April 2010
Posts:112
Posted 29 December 2014 - 5:29 pm
You should check out the repeat button. It's badass
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 Ghost_0


Join Date: 7 December 2013
Posts:634
Posted 29 December 2014 - 5:33 pm
Great Updates
I Bow for you ;1hat ;1hat ;1hat ;1hat ;1hat ;1hat ;good ;good ;good
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 Barsta


Join Date: 31 July 2011
Posts:2719
Posted 29 December 2014 - 5:37 pm
mullikine wrote:
You should check out the repeat button. It's badass

What does that do?

Thansk for the heads up on backups. I have been lucky enough not to lose anything on aokts so far but this ver is so much more useful I'll be taking more of a risk lol.


I do have bad memories of making maps in the early 2000's in the aoc editor and losing hours of work because I forgot to save.
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 mullikine


Join Date: 3 April 2010
Posts:112
Posted 30 December 2014 - 12:11 am
Repeat will let you lay down an area of a particular terrain, elevation or an array of units. You have to specify the area (from), then the tile you would like to copy (to).
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 mullikine


Join Date: 3 April 2010
Posts:112
Posted 30 December 2014 - 12:20 am
Now I can see all the triggers, I'm gonna make a miniature version of CBA :P
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 mullikine


Join Date: 3 April 2010
Posts:112
Edited 31 December 2014 - 10:56 pm by mullikine
So easy to mapipulate triggers by area now.

LOL I made a mini CBA :)
Attachments:
CBA v291 Mini v3.scx (file size: 61.75 KB)
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 ['RB']nhoobish


Join Date: 8 August 2010
Posts:3314
Posted 30 December 2014 - 11:57 am
I dreamt of a day when you could edit triggers via terrain with AoKTS. ;happycry
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 mullikine


Join Date: 3 April 2010
Posts:112
Posted 30 December 2014 - 12:44 pm
Rest easy my friend. The day of yearning has passed. Now is the day of realisation.
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 mullikine


Join Date: 3 April 2010
Posts:112
Posted 31 December 2014 - 12:19 pm
happy new years my friends! have fun!
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 Barsta


Join Date: 31 July 2011
Posts:2719
Posted 31 December 2014 - 12:22 pm
mullikine wrote:
Repeat will let you lay down an area of a particular terrain, elevation or an array of units. You have to specify the area (from), then the tile you would like to copy (to).


;cry


I'm so emotional.

Happy new year.


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