What are you working on?

Lua allowing true east-west movement between maps = dreams from 20 years ago can become a reality.
Hi John, how is that going specifically with the AI so far? I assume you have "transfer zones" on each map (Europe and North America's east coast) where you teleport units to a corresponding position on the other one. Do AI units switch maps and keep going, as they would most likely want to do in real life, or do they get caught in a teleport loop back and forth between the maps? Or maybe I should ask, how much have you had to coerce the AI with GoTo commands in order to get their units to behave appropriately?
 
Well, for the purposes of my scenario, I really only need the AI to go in one direction, so it doesn't really matter (the human moves via key press, the AI onActivate, though I suppose with the recent changes to onActivate, both could use it).

However, I suppose one could just adjust how far they move over, and make sure there wasn't an overlap so they don't ping pong. So, for example, I teleport the AI units from map 3 to map 0 once they hit a line, and subtract 280 from their location.x during teleportation.

I think as long as you had 2 lines on each map (an exit line further along towards the edge than the entrance line), you could probably achieve a two way direction, though what the AI does once it leaves is, well, the AI. Perhaps coupling this with a goto command that sent it even further along in the correct direction would ensure it kept moving.

I hope I'm explaining myself in a way that makes sense.
 
Oh and as an aside, for the purposes of this scenario, I use this for Allied convoys, so the goto command grabs sends them east on the American map, and then sends them to either England or Malta once they get to the European map. Thus I haven't really had a chance to see them screw it up terribly :)
 
Oh and as an aside, for the purposes of this scenario, I use this for Allied convoys, so the goto command grabs sends them east on the American map, and then sends them to either England or Malta once they get to the European map. Thus I haven't really had a chance to see them screw it up terribly :)
Ah... I thought perhaps the Germans might also have a chance to raid or patrol the North American coast.
https://www.nationalmuseum.af.mil/V...e/195991/fighting-u-boats-in-american-waters/
But I don't mean to imply that you ought to add this -- just explaining why I was asking about bi-directional teleports.
 
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You folks have any projects coming along? How is Alesia coming @tootall_2012 ? How about you @CurtSibling ? I know you've been busy with commission work, but any updates on your works?

It's winter! We're all bored! :)
 
You folks have any projects coming along?
On the main computer, I'm building both
-TES:Skyrim project
-EpicWWiiEurope project (on hold)

On the working computer, using spare time, I'm working on expansions/alterations for both
-EmperorIsDead, great revision of LastDaysOfEmpire
-Sengoku (making it longer with more cities, adding climatic regional alternances with lua according to months)
 
Well if there's a designer who can make an old school scenario still exciting these days, it's you, so I'm looking forward to playing it. Sea Lion was probably the epitome of "old school" after all, and it was a blast (By the way, I thought I read that you were making some tweaks to that one - did I read wrong, or how is it going?)
 
I did have to revise it because of the problem I complained about earlier: the 'continuous' modifier has stopped working for me, so every continuous event has to be controlled by the giving and taking of technologies. It's a bit frustrating because you can't have much of a tech tree since your techs are dedicated to making the events work. But it's done now, and available on my page on the SL Wiki. http://sleague.civfanatics.com/index.php?title=User:Techumseh
 
I did have to revise it because of the problem I complained about earlier: the 'continuous' modifier has stopped working for me, so every continuous event has to be controlled by the giving and taking of technologies.

You should bring this up in the TOTPP thread. TNO is around at the moment.

I'm working on a scenario of the Japanese invasion of China (1937-45). It's old school, no Lua events, but it's something I still enjoy.

You may have missed it, but I wrote a code generator to implement city build option restrictions. I made a video on how to convert a scenario with old style events to Lua and then generate code for the production restrictions (with quite a few examples, that's why it is so long). If you're interested, production restrictions can give quite a bit of scenario design power. You don't have to decide immediately; the change can be made on a scenario that has already been completed.
 
Thanks. I would really like to be able to convert some of my scenarios to Lua and then add modules bit by bit as I learn. But to be honest, I found the video hard to follow. Is there a simple written step-by-step guide to converting a scenario?

I've done that here. Note that the template expects you to have TOTPP v17.
 
Did anyone find a way to use Lua to simulate strategic bombing ie .bombers able to destroy selected city improvements, like factories, etc.?

Yes. Prof. Garfield and I built an entire scenario revolving around the concept lol. It's also in the upcoming Hinge of Fate, as well as in MM (well not with bombers, but it's the same concept).

A unit is tied to an improvement (so, factory unit ties to factory improvement). Destroy the unit, the factory improvement disappears. Rebuild the factory improvement, and the unit reappears.

There's other ways to do it if this functionality doesn't work for you, but the advantage of doing it this way is the AI can use it flawlessly (all they need to do are two things they already do very well: attack units and build city improvements) so it's ideal, IMO. Knighttime built the mechanism for it originally for Over the Reich. If you need help implementing it, I've put it in a few scenarios and can help you out. It also supports changing terrain (which I've used to turn high yield "factory" terrain into worthless "rubble" terrain).
 
Thanks John. Unfortunately, I eliminated the factory and shipyard units from my new scenario as I developed it, to allow more slots for combat units. I suppose I could reverse that, but if there's another way to simulate strategic bombing, I'd like to consider it. My map includes the industrial cities of southern Japan (Kyushu), Korea and Manchuria, subject to bombing by B-29s late in the war. I would like to compel the human player to withdraw his fighters from China to protect his industry, as happened historically. It could be forced by a house rule, but I'd rather allow the strategic choice to the player.
 
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