Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
There are a bunch of new methods in G&K and some don't have an immediately obvious function. I thought it might be useful to put these out in their own thread. Please feel free to contribute to the speculation or (even better) tell us what these do. I'll start off with the first new player method:
player:AddTemporaryDominanceZone(x, y)
It appears only in the Fall of Rome Scenario. I've shown it in context in the spoiler below. There are multiple analogous functions that only differ in the city name and x,y coordinates. Basically, you see a bunch of Vandal units spawning near the city. And then the method is run for the Vandal player.
Is it telling the AI to stick around and harass this area for a while?
Is it giving the Vandal units some sort of bonus?
(Might be helpful to know if 49, 18 is the exact coordinate of the city, but I haven't checked.)
I haven't played the scenario so I might be missing something obvious.
player:AddTemporaryDominanceZone(x, y)
It appears only in the Fall of Rome Scenario. I've shown it in context in the spoiler below. There are multiple analogous functions that only differ in the city name and x,y coordinates. Basically, you see a bunch of Vandal units spawning near the city. And then the method is run for the Vandal player.
Spoiler :
Code:
function AddVandalAttackOnMistra()
local unit;
local iSpawnX = 45;
local iSpawnY = 16;
for iPlayer = 1, 7, 1 do
if (IsHun(iPlayer)) then
elseif (IsCelt(iPlayer)) then
elseif (IsFrank(iPlayer)) then
elseif (IsGoth(iPlayer)) then
elseif (IsVandal(iPlayer)) then
local pPlayer = Players[iPlayer];
unit = pPlayer:InitUnit(GameInfoTypes["UNIT_CARTHAGINIAN_QUINQUEREME"], iSpawnX, iSpawnY);
unit:JumpToNearestValidPlot();
unit:SetDeployFromOperationTurn(1);
unit = pPlayer:InitUnit(GameInfoTypes["UNIT_CARTHAGINIAN_QUINQUEREME"], iSpawnX, iSpawnY);
unit:JumpToNearestValidPlot();
unit:SetDeployFromOperationTurn(1);
unit = pPlayer:InitUnit(GameInfoTypes["UNIT_CARTHAGINIAN_QUINQUEREME"], iSpawnX, iSpawnY);
unit:JumpToNearestValidPlot();
unit:SetDeployFromOperationTurn(1);
unit = pPlayer:InitUnit(GameInfoTypes["UNIT_CARTHAGINIAN_QUINQUEREME"], iSpawnX, iSpawnY);
unit:JumpToNearestValidPlot();
unit:SetDeployFromOperationTurn(1);
unit = pPlayer:InitUnit(GameInfoTypes["UNIT_CARTHAGINIAN_QUINQUEREME"], iSpawnX, iSpawnY);
unit:JumpToNearestValidPlot();
unit:SetDeployFromOperationTurn(1);
unit = pPlayer:InitUnit(GameInfoTypes["UNIT_VANDAL_AXEMAN"], iSpawnX, iSpawnY);
unit:SetEmbarked(true);
unit:JumpToNearestValidPlot();
unit:SetDeployFromOperationTurn(1);
unit = pPlayer:InitUnit(GameInfoTypes["UNIT_VANDAL_AXEMAN"], iSpawnX, iSpawnY);
unit:SetEmbarked(true);
unit:JumpToNearestValidPlot();
unit:SetDeployFromOperationTurn(1);
unit = pPlayer:InitUnit(GameInfoTypes["UNIT_VANDAL_AXEMAN"], iSpawnX, iSpawnY);
unit:SetEmbarked(true);
unit:JumpToNearestValidPlot();
unit:SetDeployFromOperationTurn(1);
Players[iPlayer]:AddTemporaryDominanceZone (49, 18);
end
end
end
Is it giving the Vandal units some sort of bonus?
(Might be helpful to know if 49, 18 is the exact coordinate of the city, but I haven't checked.)
I haven't played the scenario so I might be missing something obvious.