Some editor bugs and things to improve

Post bug reports and ask for tech support here. Post any Community Site Requests here as well.

Moderator: Vic

Post Reply
seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

Some editor bugs and things to improve

Post by seille »

Hello Vic,

I hope you read this here. Spend a lot of time on this not to talk about writing [;)]
This morning and afternoon i played a lot around in the editor
still looking for producing something using multiple different parts.
This is a bit of a bug report and tutorial.

Even I was successful, i runned into several problems.

First i explain what i did:

Task: Creation of a fighter using two parts (fuselage and engine) out of a small random scenario

Steps:

1. Creation of Regimeslots for both parts
Each time a part is produced that Regimeslot is increased by one. Both parts are prerequisite
for ItemType "fighter assembly" that will give a fighter SFTYpe.

Image

2. Creation of Itemtypes for both parts
They are just transferred into the corresponding regimeslots not into sftypes

Image

3. Making both parts prerequisite for a third itemtype i called "fighter assembly"
Fighter assembly is just the process of putting part I and II together.

Image

----------------------------------------------------------------------------------------------------------------------------

So far, so good. Now the problems i had :

1. Missed graphics in production screen
With the regimeslots i produced "virtual stuff". I was able to set it in production screen,
but there was no SFTYpe as a direct result from. Because of this i was not able to set
graphics for production screen (which i don´t like)
So i had the idea to set some dummy SFTypes for nobody to produce and to attach them (beside the Regimeslot)
to ma part SFTYpes. This way i could attach graphics. FORGET IT. Either you have to life with strange display
in your production screen or you can´t use this feature since you can either have SFType OR Regimeslot counting,
but not both. As my screens show.

Image
Image

This is a really sad thing since it should be possible to produce something and count it saem time via Regimeslot.

2. Prerequisited parts should limit the max production.
Means need one fuselage and one engine to produce a fighter i should not be able to set a production
of 50 when i have only 10 engines and 10 fuselages. Here the slider in production screen should not allow
more than 10. Actually you can set as many as you want, but it is wasted then and you have 40 "Left" which won´t get
finished until you produce the needed fuselages/engines

Additional problems i runned into while doing what i explained above:

3. ExecDisableItem not flexible enough
Has only indirect to do with this, but i was surprised about the inflexibility of this Exec compared
to most others. I just can disable a item for all Regimes. This is not enough.
Isn´t it better to be able to ENABLE/DISABLE a Itemtype PER REGIME (single regime or all) ?
That way most execs work. You could do a lot with like forbidding special production for some turns.

4. ExecSetMessage seems to be a bit buggy
I wanted to display two Regimeslots for player 2 in a Overview screen at the turn start.
My Event was configured well i think and showed the Message only for player 2 in the style i had in mind.
BUT: You get always two messages here. The first showed wrong values ->Acknowledge
The second message showed the right values. This is weird. I want one Message with the right values and not
two which are only confusing for the player.
I think this problem has to do with the kind of check.
Round check
Only one message, but not the actual Regimeslot numbers

Late turn check
Right values, but in Message 2, the first showed wrong values.

Annoying stuff again. Late turn check should be the right since i checked for production (my parts),
but nobody need that first message.

Ok, that is it for now. Some parts of this may be a tutorial, that´s why i´ll link this to the Mod section, but
from my point of view it´s more a bug report.
Hope it´s a good overview Vic [:)]

PS:
Flugzeugrumpf = Fuselage
Flugzeugmotoren = Engines
User avatar
Vic
Posts: 9931
Joined: Mon May 17, 2004 2:17 pm
Contact:

RE: Some editor bugs and things to improve

Post by Vic »

Hi,
 
i put point 1 and 3 on the to-do list.
 
Point 2 is something you have to live with. sorry there.
 
Point 4 must be caused for both regimes triggering the same message event in their turn.
 
thanks for the feedback!
 
kind regards,
vic
 
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

RE: Some editor bugs and things to improve

Post by seille »

Hello Vic,
 
That sounds good. Point two is not that much a problem if a player sets his production careful.
That´s why i set the message event notifying the player about his pool.
I could expand it and tell him how much planes he can build from his available parts [:)]
 
Now to point 4: The "buggy" message.
It is just a event containing the message. I thought when i set regime 1 and set regime 2 to -1 it must work.
But as i explained it doesn´t work.
 
How about this ? I check for the turn in the event and allow to run the message only in turn 1 (Regime 1 )
.......I just tested and it works. Lol, such a easy solution, but as i said i thought it is enough when i say
"Message only for Regime 1". But it seems to be more effective to check for the right turn before displaying the message.
 
Now my player producing his parts get a status report at the start of his turn.
 
Image
Post Reply

Return to “Advanced Tactics Support”