EmperorFool
Deity
Hmm, I just noticed that the hover text for the counting codes is still using the old codes. I've added the above code for multiple codes, but Ruff could you please fix the hover text when you get a chance (all languages)?
zsUnitDomain = gc.getDomainInfo(pUnit.getDomainType()).getDescription()
zsUnitDomainList = (gc.getDomainInfo(pUnit.getDomainType()).getDescription()).split(None, 1)
zsUnitDomain = zsUnitDomainList[0]
<TEXT>
<Tag>TXT_KEY_BUG_UNIT_NAMING_DOMAIN_LAND</Tag>
<English>Land</English>
<French>Terrestre</French>
<German>Land</German>
<Italian>Terrestre</Italian>
<Spanish>Terrestre</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_BUG_UNIT_NAMING_DOMAIN_SEA</Tag>
<English>Naval</English>
<French>Naval</French>
<German>Marine</German>
<Italian>Navale</Italian>
<Spanish>Naval</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_BUG_UNIT_NAMING_DOMAIN_AIR</Tag>
<English>Air</English>
<French>Aérien</French>
<German>Aire</German>
<Italian>Aerea</Italian>
<Spanish>Aérea</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_BUG_UNIT_NAMING_DOMAIN_IMMOBILE</Tag>
<English>Stationary</English>
<French>Stationnaire</French>
<German>Stationär</German>
<Italian>Stazionario</Italian>
<Spanish>Estacionaria</Spanish>
</TEXT>
zsCiv = gc.getPlayer(iPlayer).getCivilizationShortDescription(0)
zsCiv = gc.getPlayer(iPlayer).getCivilizationShortDescription(0)
zsCiv = gc.getPlayer(iPlayer).getCivilizationAdjective(0)
No. tt2 never resets ... it just keeps on counting. We did brain storm some code for infinite counters (see back a few pages) but we never got around to implementing it.Seriously, is there a way to use the tt1 and tt2 naming conventions so that it doesn't produce a random number.
yes, yes and yes. Actually - there is only 1 counter. Maybe an example will help ...
my fav ... borg ...
"7 of 9, unimatrix 1" would be generated by ...
^cnt[1][a]^ of ^tt1[1][6:9]^, unimatrix ^tt2[1][1]^
This will count over all units (the '[a]' in 'cnt') from 1 to a random number between 6 and 9. Once the counter hits that max, it resets to 1, the tt2 part goes up 1 and a new random max (tt1) is calculated.
Change the [a] to [c] and it counts from 1 to n for each city. Build a unit in City B and it starts at 1. tt1 and tt2 will be unique to that city.
Yes, that will work. Note that the ^tt1[o][1:10]^ part means that the number of squads per company will be a random number between 1 and 10. If you want each company to have 10 squads, change the [1:10] part to [10:10].^cnt[p][d]^ Squad, ^tt1[o][1:10]^ Company, ^tt2[o][1]^ Division of the 1st Army group
That should work.alter to 2nd etc when I have enough divisions
http://www.youtube.com/watch?v=3uTyZ-YC6qYBad dog Ruff Hi *Hits with a rolled up newspaper*..
Ahh, right. I coded this about a billion years ago so I guess I have forgotten. Given your comment and a slightly refreshed memory ... try this ...that suggestion you made, just outputs company 10 all the time, no reseting at all