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Outpost Attackers


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#1 Lion.Kanzen

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Posted 29 April 2012 - 06:19 AM

1- how i can make Outpost attacks when units are garrisoned?
where and what i must Program or set. want only attack if are garrison soldiers

2- how i mod Palisades are available in all City Phases?

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#2 feneur

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Posted 29 April 2012 - 01:15 PM

View PostLion.Kanzen, on 29 April 2012 - 06:19 AM, said:

1- how i can make Outpost attacks when units are garrisoned?
where and what i must Program or set. want only attack if are garrison soldiers

2- how i mod Palisades are available in all City Phases?
1. To just make it attack I'd say look at the other towers, how they do it. To make it only attack when there are soldiers garrisoned you might have to do some programming though.

2. Palisades should/will be available in all phases by default. So no need to mod that.

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#3 Mythos_Ruler

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Posted 29 April 2012 - 03:06 PM

View Postfeneur, on 29 April 2012 - 01:15 PM, said:

1. To just make it attack I'd say look at the other towers, how they do it. To make it only attack when there are soldiers garrisoned you might have to do some programming though.

This is something I hope we can fix/change. A few buildings (like the Outpost) I'd like to not shoot arrows unless a dude is garrisoned inside. Currently, you cannot set DefaultArrowCount to 0.
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#4 leper

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Posted 29 April 2012 - 06:58 PM

r11697 fixes this. Every unit that has at least one of the classes 'Infantry' and 'Ranged' counts as an archer.
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#5 Pureon

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Posted 29 April 2012 - 07:38 PM

View PostLion.Kanzen, on 29 April 2012 - 07:09 PM, said:

Thanks but ocurr a happens . with Attack animation don't appears an gets a errors but thanks i kill a rushers in my firsth game they destroys 2 outpost but all die XD. i a surviver second rush and a can defending the town best
thats balances best the romans disadvantage.
If you're talking about the projectile error, I've just committed a new model that will fix that.
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#6 leper

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Posted 29 April 2012 - 07:55 PM

The errors (and warnings) are saved to mainlog.html (and a more verbose version to interestinglog.html). The location of these files depends on your OS.
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#7 Pureon

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Posted 29 April 2012 - 08:32 PM

View PostLion.Kanzen, on 29 April 2012 - 08:13 PM, said:

im using a SVN version in win7
So the log files will be in:
C:\Users\USERNAME\AppData\Local\0ad\logs
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#8 feneur

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Posted 29 April 2012 - 08:43 PM

View PostLion.Kanzen, on 29 April 2012 - 08:37 PM, said:

thanks Pureon.Posted Image
ERROR: Unit with actor 'outpost' launched a projectile but has no actor on 'projectile' attachpoint
Should be fixed in revision 11698

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#9 chaosislife

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Posted 29 May 2012 - 04:55 AM

View Postfeneur, on 29 April 2012 - 01:15 PM, said:

1. To just make it attack I'd say look at the other towers, how they do it. To make it only attack when there are soldiers garrisoned you might have to do some programming though.

2. Palisades should/will be available in all phases by default. So no need to mod that.

Idk, my outposts don't seem to attack unless they're garrisoned, but this could be due to something that was changed after you wrote that. If thats not the case the code for my outposts is :
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic">
  <Armour>
    <Hack>5.0</Hack>
    <Pierce>5.0</Pierce>
    <Crush>5.0</Crush>
  </Armour>
  <Attack>
    <Ranged>
	  <Hack>0.0</Hack>
	  <Pierce>25.0</Pierce>
	  <Crush>0.0</Crush>
	  <MaxRange>55.0</MaxRange>
	  <MinRange>13.0</MinRange>
	  <ProjectileSpeed>75.0</ProjectileSpeed>
	  <PrepareTime>1200</PrepareTime>
	  <RepeatTime>2000</RepeatTime>
	  <Spread>1.5</Spread>
    </Ranged>
  </Attack>
  <BuildingAI>
    <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
  </BuildingAI>
  <BuildRestrictions>
    <Territory>own neutral</Territory>
    <Category>House</Category>
  </BuildRestrictions>
  <Cost>
    <BuildTime>40</BuildTime>
    <Resources>
	  <wood>80</wood>
	  <stone>0</stone>
    </Resources>
  </Cost>
  <Footprint>
    <Square width="9.0" depth="9.0"/>
    <Height>15.0</Height>
  </Footprint>
  <GarrisonHolder>
    <Max>3</Max>
    <EjectHealth>0.1</EjectHealth>
    <List datatype="tokens">Support Infantry</List>
    <BuffHeal>0</BuffHeal>
    <LoadingRange>2</LoadingRange>
  </GarrisonHolder>
  <Health>
    <Max>800</Max>
  </Health>
  <Identity>
    <GenericName>Outpost</GenericName>
    <Tooltip>Build in neutral and friendly territories to scout areas of the map. Slowly loses health while in neutral territory.</Tooltip>
    <Classes datatype="tokens">Village Defensive -ConquestCritical</Classes>
    <Icon>structures/outpost.png</Icon>
  </Identity>
  <Loot>
    <xp>100</xp>
    <food>0</food>
    <wood>8</wood>
    <stone>0</stone>
    <metal>0</metal>
  </Loot>
  <Obstruction>
    <Static width="6.5" depth="6.5"/>
  </Obstruction>
  <Sound>
    <SoundGroups>
	  <select>interface/select/building/sel_tower.xml</select>
	  <constructed>interface/complete/building/complete_tower.xml</constructed>
	  <death>attack/destruction/building_collapse_large.xml</death>
    </SoundGroups>
  </Sound>
  <StatusBars>
    <BarWidth>6.0</BarWidth>
    <BarHeight>0.6</BarHeight>
    <HeightOffset>18.0</HeightOffset>
  </StatusBars>
  <TerritoryDecay>
    <HealthDecayRate>1</HealthDecayRate>
  </TerritoryDecay>
  <Vision>
    <Range>80</Range>
  </Vision>
  <TerritoryInfluence>
    <Root>true</Root>
    <Radius>60</Radius>
    <Weight>65536</Weight>
  </TerritoryInfluence> 
  <VisualActor>
    <Actor>props/special/palisade_rocks_outpost.xml</Actor>
    <FoundationActor>structures/fndn_2x2.xml</FoundationActor>
  </VisualActor>
</Entity>


#10 chaosislife

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Posted 30 May 2012 - 04:14 AM

That's what I was saying. In that outpost setup the outposts should only attack when they're garrisoned, when they're empty they just stand there as near as I can tell. mind you that setup also changes their territory bonus a bit so it's more in line with the units LOS and range which I reason would determine how much territory it can control.

Edited by chaosislife, 30 May 2012 - 04:16 AM.


#11 chaosislife

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Posted 30 May 2012 - 08:08 AM

I used to have their garrisons limited to one unit per outpost they didn't look to fire when not garrisoned then either. Are ou seeing them fire without being garrisoned using that setup?

#12 chaosislife

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Posted 30 May 2012 - 08:22 AM

View PostMythos_Ruler, on 29 April 2012 - 03:06 PM, said:

This is something I hope we can fix/change. A few buildings (like the Outpost) I'd like to not shoot arrows unless a dude is garrisoned inside. Currently, you cannot set DefaultArrowCount to 0.

Actually, if my code is correct you can set DefaultArrowCount to 0 by simply not declaring a DefaultArrowCount. In other words change ex:
  <BuildingAI>
	<DefaultArrowCount>1</DefaultArrowCount>
	<GarrisonArrowMultiplier>0.5</GarrisonArrowMultiplier>
  </BuildingAI>
to
  <BuildingAI>
	<GarrisonArrowMultiplier>0.5</GarrisonArrowMultiplier>
  </BuildingAI>

Edited by chaosislife, 30 May 2012 - 08:23 AM.


#13 Mythos_Ruler

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Posted 30 May 2012 - 04:20 PM

It was fixed after I said that. :)
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#14 chaosislife

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Posted 31 May 2012 - 05:13 AM

Well darn, i was hoping I'd actually be saying something useful.




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