Posted: Fri Aug 08, 2014 10:52 am Post subject:
To the exe/hex pros
Subject description: Hyper, Iran, AlexB etc
Since the hack to make AI/Player units attack automatically MultiplayPassive=yes houses causes some trouble, like AI concentrating fire on Neutral buildings, i want to ask if there might be a different way.
a) Any Chance you could change the game so it doesn't crashes on mapload with IE 0062E6F6 when you add a new normal house (MultiplayPassive=false) to rules.ini and then place buildings and units on a map belonging to this House?
b) Could you change the hardcoded Neutral house to which new spawned Visceroids belong to, to a different house? If a) could be fixed, then preferably to the new house.
If a and b would be done, we would have a lot more freedom about mapping and all the issues with Visceroids destroying entire AI bases are solved.
Then mappers can decide if they place Buildings as Neutral house, which are ignored by units, or as the new non-passive house, which the AI sees as a threat.
Such a new working "active" house could be also used as a small mercenary faction on maps, which even builds a bit stuff on its own. Or as a mutants faction, so critters and creeps can produce more monsters. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The issue is not that the game crashes when you place units or buildings belonging to a new normal house, but that these units and structures will simply disappear from the map when it starts when no one is playing as this new normal house.
I made this same suggestion to both Hyper and Iran a while back by the way, but Hyper won't release such new features unless they're a part of HP (which he hasn't been working on much lately FAFAIK) and Iran isn't allowed to do hacks that might be added to HP IIRC. _________________ QUICK_EDIT
Tested in TI (using new house and existing GDIA) and DTA (using Allies and new house), in both cases the game crashed when i loaded the skirmish map and a single unit was belonging to this house. So in my case it crashed and didn't only removed the unit. _________________ SHP Artist of Twisted Insurrection: Nod buildings
It seems you're right; the unit only gets removed in multiplayer then I think (it does work like this in Skirmish when using a Spawn# house however). _________________ QUICK_EDIT
I think a way to solve a) could be by always letting the spawner use an additional invisible 9th player using the new house. (iirc Hyper got already 10 player games working)
It would be like placing a unit with house GDI on a map and then play as GDI. Then you don't get the IE 0062E6F6 too, because the house/player exists and the preplaced unit works fine.
This way you would make sure there is always an AI player playing this new house. The client could even add an option for "easy/medium/hard Mutant" faction and things like DTA ant hill buildings or TI mutant/mercenary/globotech buildings start producing and attacking all the players . _________________ SHP Artist of Twisted Insurrection: Nod buildings
I don't like the word hacker in this context. Maybe "disassembler heros"?
This is also a problem in vanilla TS and has nothing to do with the spawner afaik.
Attached are an except from TI and DTA (in case it makes a difference between the mods).
That crash is a result from loading a entry from the [Units] section of a scenario, and one of the entries seems to be invalid.
So if the house has MultiplayerPassive=false, It would not be initialised on scenario load, thus the house you are referencing does not exist. QUICK_EDIT
So we need a "DemandLoadHouse=true" key that makes the house loaded by default like with MultiplayPassive=true, but without all the additional stuff that MultiplayPassive is doing in the background. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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