Search found 5658 matches

by Leader
10 Aug 2018, 15:35
Forum: Help, Questions & Problems. Empire Earth II Support.
Topic: Crash
Replies: 1
Views: 27

Re: Crash

Do you use Unofficial Patch 1.5? Are you sure EE2: AOS was installed? Did you put any modifications on your game files (for example custom, unofficial language files)? Does normal EE2 (without the expansion pack) starts normally? To verify your game files, please open the Support Chat in the UP1.5 L...
by Leader
07 Aug 2018, 07:55
Forum: Help, Questions & Problems. Empire Earth II Support.
Topic: Undead wolves which cannot be killed by villagers
Replies: 2
Views: 36

Re: Undead wolves which cannot be killed by villagers

You can kill the non-food wolf by keeping the ALT key pressed and then right mouse button to attack.
It works the same way as attacking roads and farms with citizens.
by Leader
02 Aug 2018, 15:09
Forum: Help, Questions & Problems. Empire Earth II Support.
Topic: Map Editor: AI (Computer) won't build Docks and boats
Replies: 7
Views: 828

Re: Map Editor: AI (Computer) won't build Docks and boats

I think, I've got the same problem, but when I change ,,AI map type" to small islands or continents it doesn't work. AI still don't build docks. I hope you will answer me. Hello. Do you use the newest version of Unofficial Patch 1.5 ? I remember this problem was recently fixed with update 156028: h...
by Leader
25 Jul 2018, 19:16
Forum: New Empire Earth II Government
Topic: OBSERVERS can and will warn of oncoming moves in multi-player games
Replies: 1
Views: 51

Re: OBSERVERS can and will warn of oncoming moves in multi-player games

Good afternoon. Thank you for your report. As I wrote in: https://forum.ee2.eu/viewtopic.php?p=23911#p23911 Why I think this is a "safe" feature: Those changes use the UP1.5 Launcher "Keep Alive" feature to control game behavior. This means that features like this can be added/enabled/disabled at an...
by Leader
16 Jul 2018, 16:20
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 705

Re: Making a scenario using "Regicide" type of victory

You didn't escale the quote character.

Code: Select all

"
It should be

Code: Select all

\"
Everywhere in text within main quotes.
by Leader
16 Jul 2018, 12:51
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 705

Re: Making a scenario using "Regicide" type of victory

Depends, my World Simulator scenario still uses to crash at unexpected moments, after 2-3 hours in game. Script errors are sometimes hard to detect. For AddUnitsByAttributeToGroup - they're in zips\dbunittypeattributes.ddf For AddUnitsByTypeToGroup - they're Unit Types from .ddf files in zips\db.zip...
by Leader
16 Jul 2018, 11:59
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 705

Re: Making a scenario using "Regicide" type of victory

Functions with arguments.
This is in the documentation, just read. I can't check it now (phone).
by Leader
15 Jul 2018, 22:29
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 71
Views: 705

Re: Making a scenario using "Regicide" type of victory

Yep) 7 minutes 43 seconds So it’s like ACTION KingDeadAction2 SCRIPT WORLD if (PlayerInGame(2)){ if(!IsPlayerHumanControlled(2)){ SetAIDiplomacyEnabled(2,true); ForceSurrenderOffer(2, 1); SetAIDiplomacyEnabled(2,false); } else { ... Could be something like: if ((PlayerInGame(2)) && (!IsPlayerHumanC...