Search found 128 matches
- 17 Mar 2024, 21:21
- Forum: Tutorials
- Topic: TUTORIAL: Map Editor - How to set the Time of Day in Scenarios?
- Replies: 6
- Views: 2126
Re: TUTORIAL: Map Editor - How to set the Time of Day in Scenarios?
Thanks for the quick reply! OK so if I understand correctly, the game files that decide the cloud sets (with "climate" in the name) are typically also modified by other mods, hence I'd have to make the change myself as part of my "mod" for my scenario(s). Normal version 1.6 shoul...
- 17 Mar 2024, 18:43
- Forum: Tutorials
- Topic: TUTORIAL: Map Editor - How to set the Time of Day in Scenarios?
- Replies: 6
- Views: 2126
Re: TUTORIAL: Map Editor - How to set the Time of Day in Scenarios?
Awesome stuff! :D P.S.: "How to eat a banana" should totally become an actual scenario! :P FYI I'm implementing the new "Unofficial Patch IES" system. It will generally be possible to control the time of day (the static as well as cycle) with the IES command in next versions of ...
- 03 Apr 2022, 18:58
- Forum: EE2 Files, Modding, Maps, Scenarios, Scripting, Testing, etc.
- Topic: The Roman Expedition (quest based scenario)
- Replies: 27
- Views: 18428
Re: The Roman Expedition (quest based scenario)
Ah OK, thanks for clarifying! I forgot that this Three Kingdoms scenario uses engineers instead of citizens. So since you managed to modify this aip file for custom use (without engine errors I imagine?), does that mean we can extract any aip file used by the official developers for the campaigns? I...
- 03 Apr 2022, 14:24
- Forum: EE2 Files, Modding, Maps, Scenarios, Scripting, Testing, etc.
- Topic: The Roman Expedition (quest based scenario)
- Replies: 27
- Views: 18428
Re: The Roman Expedition (quest based scenario)
Thanks a lot for your reply calsch03, and for sharing that custom AIP along with associated SCN and IES! So glad we have at least one working example to build on :P I've had a look at the code, would like to ask a couple of questions for now (remember I can't test in-game at the moment): - CITIZEN B...
- 03 Apr 2022, 14:01
- Forum: Questions
- Topic: How to make custom .aip files work
- Replies: 13
- Views: 4960
Re: How to make custom .aip files work
Hey Mona,
Thanks for the reply! yes I think your guess is correct, looking at a default "BuildListElement baseList[]" posted in some other Build AI Order thread, it indicates that the Dock is set to "NO" which works to unlock the AI in case there's no sea.
Thanks for the reply! yes I think your guess is correct, looking at a default "BuildListElement baseList[]" posted in some other Build AI Order thread, it indicates that the Dock is set to "NO" which works to unlock the AI in case there's no sea.
- 03 Apr 2022, 01:42
- Forum: Questions
- Topic: How to make custom .aip files work
- Replies: 13
- Views: 4960
Re: How to make custom .aip files work
You need to make a new aip file and start with the following code: // $Header: /run/AIPS/Skirmish_Default.aip 38 5/05/05 3:46p Kwasserman $ // The basic skirmish aip, EVERYONE should load this first, then override only the interesting bits #include "AipStructures.h" After that you only co...
- 03 Apr 2022, 01:20
- Forum: EE2 Files, Modding, Maps, Scenarios, Scripting, Testing, etc.
- Topic: The Roman Expedition (quest based scenario)
- Replies: 27
- Views: 18428
Re: The Roman Expedition (quest based scenario)
Hi calsch03, I hope to play your scenario in the near future (itching to get back to EE2 + AoS: will be in a new home from mid-April so hopefully soon enough!) and will provide feedback. Just wanted to ask whether you created a new .AIP file for this? I read the thread here: https://forum.ee2.eu/vie...
- 29 Mar 2022, 00:18
- Forum: Spotlight
- Topic: Terra: Mini Earth
- Replies: 9
- Views: 3089
Re: Terra: Mini Earth
Well done then! a standard to strive for!
- 28 Mar 2022, 00:36
- Forum: Spotlight
- Topic: Terra: Mini Earth
- Replies: 9
- Views: 3089
Re: Terra: Mini Earth
This also looks incredibly good! Did you make these maps by hand in the editor? Like I said, it looks fantastic.
- 28 Mar 2022, 00:28
- Forum: Spotlight
- Topic: Mechs and Starships
- Replies: 8
- Views: 3574
Re: Mechs and Starships
Man, that battleship is AMAZING, big congrats on that!
The other stuff looks neat too.
Interesting mod you're working on there. Indeed, a much greater focus on the sci-fi dimension.
The other stuff looks neat too.
Interesting mod you're working on there. Indeed, a much greater focus on the sci-fi dimension.