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Real Warfare 2: Northern Crusades A new chapter in the Real Warfare realistic real-time strategy games series. |
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#1
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2 - from the menu of editor select "editor script->states machines" 3 - you will see a list of aix files and a button edit 4 - every aix files contains the battle mechanics and the AI routines: example west europe global.aix contains AI routines, west europe group.aix the routine for group factors in battle, all the others manage routines of single soldiers or objects (open one of them with edit). 5 each aix contains different states which are a logical block of code (something similar to a class), the states are called in a logical sequence starting from a the state main. THe state have names sufficient speaking for understand what they do, wihtout reading all the before. Quote:
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#2
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Thanks a lot! Could you tell me one more thing - where (in editor) I can find units' stats, equipment, development trees, etc.?
btw Are all your youtube videos and pdf guides for RW1242 applicable for RW2:NC too? |
#3
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The development trees must be part of one of interface .aix (that which manages the GUI and the menus) but is new, still I don't have found it. Perhaps is read by the AIX state using a text file. For tactical battle yes Last edited by mitra; 11-22-2011 at 07:26 PM. |
#4
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Now Im wondering, any idea how to change so camera will strafe in 2 directions simultaneously? (Compare to Total War Series). What I mean is, Strafing for example down and left = moving the camera "southeast", if you get what I mean. I'd so much appreciate if anyone knows how to do that ![]() |
#5
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#6
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Wow, thanks. I just found it under "Advanced" in the editor. Can a completely-new-to-this person like me do that? Or will it require someone with more experience?
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#7
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Another thing - how the reinforcements cost is scaled (..\data\gui\map.gui.aix) Code:
var restorePrice : Integer; [*] = ; if selectedCommander > 0 then [*] = ; restorePrice := floor(100*selectedUnitsCountByTemplate*(1+1.5*selectedIntSize)) //restore of first humans squad cost less [*] = ; else [*] = ; begin [*] = ; var armorKoef : Integer = 2; [*] = ; case selectedUnitArmor of [*] = ; 0 : armorKoef := 2; [*] = ; 1 : armorKoef := 4; [*] = ; 2 : armorKoef := 8; [*] = ; 3 : armorKoef := 12; [*] = ; end; [*] = ; restorePrice := selectedPrice * armorKoef; [*] = ; end Code:
var armorKoef : Integer = 1; [*] = ; case selectedUnitArmor of [*] = ; 0 : armorKoef := 1; [*] = ; 1 : armorKoef := 1; [*] = ; 2 : armorKoef := 10; [*] = ; 3 : armorKoef := 10; [*] = ; end; [*] = ; selectedPrice := selectedPrice * armorKoef; Units with shields on the back. When does such a unit use shield or when the shield works? Last edited by Goblin Wizard; 11-23-2011 at 12:16 PM. |
#8
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I am still struggling with how to change the strafing. What I find is alots of variables and stuff. Does anybody have any idea where to adjust it? (As said before, I want to change so that you can strafe in 2 directions simultaneously - for example Up and Right = would be "Northeast"). I am so curious, and I cant wait for an answer
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#9
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#10
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Hmm no I dont think so :O
Whats it used for? |
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