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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  
Old 11-22-2011, 08:24 PM
mitra mitra is offline
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Originally Posted by Goblin Wizard View Post
Thanks a lot! Could you tell me one more thing - where (in editor) I can find units' stats, equipment, development trees, etc.?
In the initial state of various aix is where the fixed constans are set for units or soldier. Make attention they are not absolute but are influenced by other fixed values or external variable values. Example from the state you will see the great axe used by western axemen and by russian elite axemen is the same, what make difference is the different ability with the primary weapon. You will see troops with shield bonus but shield bonus is applied only if the direction of hit comes from a direction where shield can intercept it. etc
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.

Quote:
Originally Posted by Goblin Wizard View Post
btw Are all your youtube videos and pdf guides for RW1242 applicable for RW2:NC too?
For tactical battle yes

Last edited by mitra; 11-22-2011 at 08:26 PM.
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  #2  
Old 11-22-2011, 09:32 PM
ThisIsRealWarfare ThisIsRealWarfare is offline
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Quote:
Originally Posted by mitra View Post
In the initial state of various aix is where the fixed constans are set for units or soldier. Make attention they are not absolute but are influenced by other fixed values or external variable values. Example from the state you will see the great axe used by western axemen and by russian elite axemen is the same, what make difference is the different ability with the primary weapon. You will see troops with shield bonus but shield bonus is applied only if the direction of hit comes from a direction where shield can intercept it. etc
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
That is very interesting. *Excited*
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
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  #3  
Old 11-22-2011, 10:13 PM
mitra mitra is offline
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Originally Posted by ThisIsRealWarfare View Post
That is very interesting. *Excited*
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
Camera movement is controlled by scripts, I think is one or more states in gui.aix which contains the states related to battle GUI. A modder can add new movements from here
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  #4  
Old 11-23-2011, 07:42 AM
ThisIsRealWarfare ThisIsRealWarfare is offline
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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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  #5  
Old 11-23-2011, 01:12 PM
Goblin Wizard Goblin Wizard is offline
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Originally Posted by mitra View Post
Example from the state you will see the great axe used by western axemen and by russian elite axemen is the same, what make difference is the different ability with the primary weapon.
Could you explain "the different ability with the primary weapon"? Any examples of these abilities?

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
This part looks ok but a few lines below we can see something like this:
Code:
var armorKoef : Integer = 1;
[*] = ;      case selectedUnitArmor of
[*] = ;         0 : armorKoef := 1;
[*] = ;         1 : armorKoef := 1;
[*] = ;         2 : armorKoef := 10;
[*] = ;         3 : armorKoef := 10;
[*] = ;      end;
[*] = ;      selectedPrice := selectedPrice * armorKoef;
I'm curious why units with armor >1 cost 10 times more to reinforce? Maybe it works under different circumstances?

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 01:16 PM.
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  #6  
Old 11-23-2011, 02:20 PM
ThisIsRealWarfare ThisIsRealWarfare is offline
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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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  #7  
Old 11-23-2011, 05:33 PM
mitra mitra is offline
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Quote:
Originally Posted by ThisIsRealWarfare View Post
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
You know how to use a debug tool?
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  #8  
Old 11-23-2011, 06:10 PM
ThisIsRealWarfare ThisIsRealWarfare is offline
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Hmm no I dont think so :O
Whats it used for?
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  #9  
Old 11-23-2011, 06:38 PM
mitra mitra is offline
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for see in execution the flow of source code

Here a video for see how use the debug in the editor (the editor is that of 1242, so the menu are not placed at the same mode); works great for understood how work the code; you place the breakpoint in the state where there is the code you want and you can see the actions and values line for line


Last edited by mitra; 11-23-2011 at 06:42 PM.
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  #10  
Old 11-23-2011, 06:54 PM
Goblin Wizard Goblin Wizard is offline
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The video shows something called Script Debugger. How to run it? Does it start automatically when something is wrong?
I assume that lines in red are excluded from execution right?

Last edited by Goblin Wizard; 11-23-2011 at 06:58 PM.
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