See this thread from last year in the Modders Corner;
http://www.slitherine.com/forum/viewtop ... 22&t=69650
Some simple problems
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
Re: Some simple problems
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Re: Some simple problems
I feel your pain, it isn't always easy to tell which line of troops is going to be used from an image, or which way round its hats/helmets/etc are going to face.
If I'm going to completely recolour an image, or maybe delete parts of it - front, back, sides, flags, maybe spears, cannon - I often find it best to make a test model with 1,2,3,4, etc drawn (using paint.net) on the areas I'm thinking of changing. Then, when you open the Editor and place the image on the map, zoom in and you'll see which flag, figure, etc corresponds to which number, and which are not going to be used. This sounds a bit cumbersome and there's probably a far more scientific way of getting to the same point, but doing this does give you a very comprehensive layout to work from, and you'll know exactly what to put in and where. Hope this helps.
If I'm going to completely recolour an image, or maybe delete parts of it - front, back, sides, flags, maybe spears, cannon - I often find it best to make a test model with 1,2,3,4, etc drawn (using paint.net) on the areas I'm thinking of changing. Then, when you open the Editor and place the image on the map, zoom in and you'll see which flag, figure, etc corresponds to which number, and which are not going to be used. This sounds a bit cumbersome and there's probably a far more scientific way of getting to the same point, but doing this does give you a very comprehensive layout to work from, and you'll know exactly what to put in and where. Hope this helps.
Re: Some simple problems
Thanks to both of you for the help. Got the idea now, although a bit hit and miss.
Re: Some simple problems
Richard, Not so simple a problem! Is there any way of stopping AI fire and player response when the visibility range is exceeded?
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Re: Some simple problems
Well the short answer is by scripting it thus. What exactly are you trying to achieve?edward77 wrote:Richard, Not so simple a problem! Is there any way of stopping AI fire and player response when the visibility range is exceeded?
Richard Bodley Scott