Recent content by T_KCommanderbly

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    Disabling Settlers for AI

    Quick question, I want to be able to disable settlers for the AI. Using this code the AI seems to still be producing settlers... So what am I doing wrong?
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    New Patch

    I don't know if they mentioned it but as of my test they got rid of the unit limit on scenarios :)
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    R.E.D. W.W.II on GMR

    I don't know but I would love to join:goodjob:
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    Spawning Units...

    Ok good point got it work thanks! I didn't know that you could do that :lol:
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    Spawning Units...

    Yep, I was having trouble with the idea that there are player ID's, I think im starting to learn this stuff. Thanks:) So I have another question (for anyone to answer). So I'm spawning a settler but I want it to found by itself because the AI likes to move it and found a city in stupid...
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    Historical Spawn Dates

    Appreciate it, working great :goodjob:
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    Spawning Units...

    So I want to spawn a unit at a certain time on a certain plot. This is the code I have: function SpawnUnits(playerID) Dprint ("-------------------------------------") Dprint ("Spawning units!") --local player = Players[playerID] local SpawnPlot = GetPlot(80,40) -- Plot Spawned On...
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    Historical Spawn Dates

    This probably may not be the right thread to request this but can you release a seperate version which only bypasses the unit limit? I don't really understand the dll so I don't know if you can just quickly do this (or if it will take awile) or if this is related to the random crashing:). Its...
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    Historical Spawn Dates

    Regarding the crash I was getting... it fixed itself and I have no idea how, I must of been testing it wrong so everything is working on that front :). I have two questions... 1. Are you planning on creating it so all territory and cities that are within a certain radius of the spawn will...
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    By Passing the Unit Limit

    So as the title says my question is how do you bypass the 256 unit limit for scenarios? I don't know if its simple or if their are side affects also. On another note it would be nice to have a step by step tutorial on this. Or added a mod component that did this.
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    Historical Spawn Dates

    This is what you wanted? And then got this... After that last line in crashes and thanks again for the help. I suppose I could wait for you to implement this but I want to get better at LUA:).
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    Historical Spawn Dates

    I know its kinda hard to ask for help when ive changed the code myself but I've made it so the units will spawn differently according to each civ rather then era (for major civs, minor civ units still spawn by era). It's really odd because it works for every nation accept for one specific...
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    [Scenario] Earth - 1936

    I agree on changing the ranges, I will for sure do that. I also can increase the unit limit (this was originally intended because the AI can spam them really easily). And I havn't gotten around to it yet but I plan on checking to the units that are near lakes to see if that fixes the issue with...
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    Historical Spawn Dates

    Thank you soooo much Gedemon this will be very useful! :) Is your Dynamic History mod a side project? Because I have heard you mention it a few times. EDIT quick question is it possible or have you made the ability to respawn civilizations at a certain date (I havn't looked at this code yet)?
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    [Scenario] Earth - 1936

    hmmmm Gedemon do you think me placing (via world builder) infantry units for minors could be causing this? because I only added unit_infantry (I think) via the world builder everything else was placed by your lua, so that may make since...
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