Thank you very much for taking the time to answer my doubts.
You have done an excellent job with this game.
Have a great day.
It's not a bug. You have not explored the "Currency" technology in epoch III, which Allows Foreign Trading.
Ok, it's my mistake, you're right. Thank you so much.
Leaders powers seem to use area effects that were not found to be problematic. Please share screenshots / saves or whatever that would show what the problem is. A screenshot with the docks would also be needed, because I didn't notice anything strange.
I referred to the new machines that you have implemented to collect resources.
When I have an leader with the power of nationalism, it applies well for human collectors, but the machines do not receive the effect.
I know they are machines, but a person is driving them, it would not make sense that they are tractors that drive alone.
It's impossible. This wonder uses an area effect that creates an unit every 1 minute, or something. The only solution would be collecting units produced by this wonder in one place, and delete them with the DEL button (on keyboard) from time to time.
I fear you said that.
What more infamous error by developers.
The Patrol icon can not be added to the planes. I tried it in 2022 or even early 2023 and it seem to be a very hardcoded behaviour. Units with certain move types simply won't display it, no matter how correctly it's included by modding. I suppose, they wanted people to use the Air Mission Patrol feature in airports instead.
I also fear that you would say that.
Another mistake and is a shame, because I really love this game.
It has a lot of potential.
FORMATIONS
- There is some way to expand or reduce the formations, yesterday I had 4 carriers and wanted to have them well, but the formation hits them too much together, forming them almost united to the edge. If anyone knows how to do to separate the formation, I will appreciate it.
I think you would need to select the ships multiple times, creating different formations? You can use the Control Groups to make it easier.
Eventually you can try to mod the game, and change some values in db.zip\db\Simulation\dbformations.ddf / EE2X_db.zip\EE2X_db\Simulation\dbformations.ddf.
I took notes and I was playing for a while with the formations file, but after a while to try in the game, I realized that the ships aligned well.
I guess the other day was a fortuitous mistake.
BRIDGES/UNITS SIZE
- It is possible to make the bridges more wider, the double would be great.
Yesterday with 400 units it was a headache to cross the rivers in those small bridges.
Since Unofficial Patch 1.5.9.005 you can use:
Empire Earth II Debug Console in Unofficial Patch 1.5. I'm not sure if it allows the width change. If it doesn't, then it should be possible by modding some bridge.ddf file.
This is interested.
Could you please help me a little.
I opened the .zip file and removed all the content, then opened the file corresponding to the bridge, make the changes and replace all again in .zip format, and put the same name.
Change only 2 lines of the code:
Unittype Bridge
Sizey = 1.85 // The Width of the Bridge (The Dimension We Don't Stretch)
Unittype Bridgeconstruccionesite
Sizey = 1.85 // The Width of the Bridge (The Dimension We Don't Stretch)
And both add the value 4.
But I was seeing in the screenshot that you posted about the console, in relation to the length of the bridge, which there is a line that says s_fbridgeanchormaxz = 2,500
I suppose there will be a maximum limit, or something I did not do well because the change within the game was not reflected.
SKILLS
- Is it possible to make some units such as HERCS of shields come out with their activated shield skills?
Yesterday with so much massacre and nuclear bomb, I found a waste of time having to be activating the automatic shield of each new HERC that came to me as reinforcement.
Do you mean the skill auto-cast to be active by default? First of all, it was not possible when I tried, and second, it would be bad in EE2, as some HERCs such as HADEs have multiple special power buttons. Prioritizing one as default one would make it harder for players who like to have things under control. Besides that, EE2 already allows a lot of automations (such as cycle units production). If more things were automated right after production, it would turn into auto-battle game that doesn't require much user interaction.
Maybe you could put it as an option that is activated or deactivated in the pitcher, or as an independent extension for joint players like me.
REPAIRS
- I would really appreciate if you could put fire trucks in automatic repair mode, something like spias skills, and HERCS skills.
The repair button is not an area effect. I can't find the right words for it, but it's some "default" game action for citizens, not an area effect that could be possibly activated by auto-cast. The only solution could be some additional effect that would auto-repair buildings close to the firetruck, but I am not a fan of it, as I prefer when some basic actions are required to be done by players themselves. Firetrucks are also capable to repair enemy's buildings on request, and it's simply cool when such things are possible. With auto-repair effect, it would for sure need to be restricted to allied players only.
The same as that of Autocast.
ANIMALS
I'm not sure what you mean. Elephants are normally available in Arid climate:
They're wild animals, so they are randomly placed on the map. Maybe it requires some greater map for them to show up.
It's just that there were more in Empire Earth 1.
In this I see only about 5, I do not seem to be reproduced.
I take this opportunity to say that the idea implemented in the Zoological building is magnificent, but I would really like to eat some cows, but I imagine that you do not be possible to put them as edible.