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Empire of the Rising Sun - ToTTP/LUA Remake Official Thread

What is that and where might I find it?
Alright, while it seems the save where I cleaned up all the old units now has some inexplicable error I'm going to have to sort through, the one where you last de-fortressized does work, and at least let's you peruse the map.
 

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One last fix. Since I haven't implemented, or finalized, my new terrain graphics, I've made this new upload version with the original terrain graphics for bearability of viewing. Please note, some cities may swap players, and Thailand (yellow, or fourth player slot) is going to be resurrected.
 

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Now, I want to ask a question of @Prof. Garfield @JPetroski or others more fluent in LUA. A big stumbling block with my original edition was that the original ToT MacroLanguage would not spawn land units on top of one or more transports spawned at sea to make amphibious assaults. Only the transports ever appeared, empty. Is the feat of spawning I'm looking for doable with LUA script?
 
Now, I want to ask a question of @Prof. Garfield @JPetroski or others more fluent in LUA. A big stumbling block with my original edition was that the original ToT MacroLanguage would not spawn land units on top of one or more transports spawned at sea to make amphibious assaults. Only the transports ever appeared, empty. Is the feat of spawning I'm looking for doable with LUA script?
Yes, it can be done.

The function civ.createUnit will do it no questions asked. If you use gen.createUnit, you will have to set the parameter overrideDomain=true in the options table. (If this is clear as mud at the moment, feel free to ask for specific help when you actually get around to coding.)
 
If I might ask another question that may be relevant to Pat's scenario in particular: Is it possible to create events that return carrier aircraft to their originating carrier after a attacking a target? This would solve a major issue for modern naval scenarios, since the AI (surely a misnomer, given recent technological developments) is hopeless handling carriers. I experienced this when developing Sea Lion, where carrier planes left the carriers and rebased to cities whenever they were in range. The planes themselves ended up as essentially missile units, since they never returned to their carrier.
 
If I might ask another question that may be relevant to Pat's scenario in particular: Is it possible to create events that return carrier aircraft to their originating carrier after a attacking a target? This would solve a major issue for modern naval scenarios, since the AI (surely a misnomer, given recent technological developments) is hopeless handling carriers. I experienced this when developing Sea Lion, where carrier planes left the carriers and rebased to cities whenever they were in range. The planes themselves ended up as essentially missile units, since they never returned to their carrier.
Excellent point! Thanks for that, tech.

And, I think, "computer player," is still a valid term.
 
If I might ask another question that may be relevant to Pat's scenario in particular: Is it possible to create events that return carrier aircraft to their originating carrier after a attacking a target? This would solve a major issue for modern naval scenarios, since the AI (surely a misnomer, given recent technological developments) is hopeless handling carriers. I experienced this when developing Sea Lion, where carrier planes left the carriers and rebased to cities whenever they were in range. The planes themselves ended up as essentially missile units, since they never returned to their carrier.
I wrote a bit of proof of concept code here and here a few years back. Giving a flying bomber a goto order usually worked as long as there wasn't something else for the bomber to attack. Teleporting the bomber back to the carrier was an option to stop the bomber being "distracted," although techumseh objected at the time that that would prevent using your own aircraft to block enemy bombers from landing safely.
 
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