imgran said:Great. A few days' time is exactly what I need to get this monster organized properly.
Final step here: Introducing PBOD, which I thought had been part of the mod all along. PBOD can be introduced pretty seamlessly into either CC or Dplomacy so I'm hoping a merge of the two doesn't change that.
BTW I'm sorry, but the fancy schmancy in-game upgrade trees are something I'm not skilled enough to fix. You'll have to ignore them unless I muster the energy to do something about them.
possum said:downloaded, installed and going to play it right now.
one question:
how to disable the minimap in the upper right corner on the battlefield?
imgran said:There's a small ongoing problem where every troop doesn't seem to be going into battle with a full kit of weaponry. I mean the soldiers to have sword, mace, shield and spear, and some of them are missing some bits.
Caba`drin said:There is no tf_guarantee_* for specific melee weapons, unfortunately. One workaround people have tried is to give the troop multiple copies of the same weapon in their inventory. This (may) make the game engine more likely to give the spawned agents that weapon.Knight0815 said:Help:
I need to know how to give units like the normans sword and speer on the battlefield. Sometimes they got only a sword or a spear. but i want that they got both always on the battlefield. Please help me and tell me how to setting it.
The other (sure) way is to actually do Module System coding that captures an agent on spawn, checks what troop type it is and what weapons it has spawned with, and if missing certain weapons, gives that agent the appropriate equipment. See this thread in The Forge for details: Script to guarantee all melee weapons (1hand, 2hand + polearms).
The engine will never spawn a troop with more than 1 copy of 1 weapon. Nor does it tend to spawn a troop with more than 1 weapon of the same type (one handed, two handed, polearm, etc).imgran said:If I do it that way I can wind up with a guy with 3 swords, and that doesn't do anyone any good.