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    posted a message on Specifically my maps won't open.

    Reinstalled, same issue...

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Specifically my maps won't open.

    Okay, I can pull the old version off bnet, but once I save and close it goes to this, this pretty much confirms its a local issue.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Mapsters

    If you want/need a model for a character, feel free to ask and I'll go for it. (modify model and textures)

    Posted in: Map Feedback
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    posted a message on Specifically my maps won't open.

    My Koprulu: Legacy Extension mod, which requires a bnet connection, but it loads the required dependency fine, its at the "loading mod data" stage when it crashes. And one project which I don't wa to reveal yet, but is offline, very few custom assets and no wierd triggers:

    I'll Post K:L here, its available on bnet so its not like I am giving it up (by here I mean a drive link, its 7Mib too big for a post)

    https://drive.google.com/open?id=0BwZw8fkbZ6QkbmpoZXFGV1lqOU0

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Specifically my maps won't open.

    Basically what the title says, about half of the maps that I have made (no noted size or date coalition, others made that I am working on are fine) will no longer open, they get to loading map data then the editor freezes up. It seems like it works occasionally but unpredictably and is really annoying.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Koprulu: Legacy. Extension mod (Testing Required)

    Okay, I updated this last month but once my editor stops crapping out (F u blizz, half my maps wont open) I can publish a lot more newer updates. It seems to open occasionally but usually gets stuck on the same spot.

    Posted in: Map Feedback
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    posted a message on SCII RS Extension Mod: Testing needed

    We both ha some similar mods out, but you have the existing playerbase. Perhaps we should try to help each other like civilised folk, and try not to infringe too much on each other's mods in terms of content.?

    Posted in: Map Feedback
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    posted a message on Adding new worker type for AI to use.

    Honestly, in this case I would suggest using a upgrade to completely change the probe for the AI, switch the model, name, abilities, etc. This is however problematic if you want to use both for the same player.

    I really don't know, sometimes the AI just refuses to use certain units.

    Also check if the "AI ignores this unit" flag is checked, that would cause this.

    Posted in: AI Development
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    posted a message on Recommended games to play

    I enjoy space engineers, there's just something so enjoyable about slowly building up your fleet designs and seeing them get better and better, then trying a survival game and realising it would take a week to build an escort... Then throwing them at a workshop-downloaded sport-warship (looks good, has features but hits below its tonnage and focuses on aesthetics). Testing them on a combat server can be fun also, although there's been some interesting times with having a 100 meter smart shell with component cluster explosives hit the admins flagship or "nothing can destroy this base"...then getting kicked...

    Posted in: Off-Topic
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    posted a message on Extract Nova Campaing Units?

    The models are in void dependencies, and some of the actual units are also.

    Posted in: Art Assets
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    posted a message on CO-OP Maps

    Useful...

    Posted in: Trigger Libraries & Scripts
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    posted a message on Mass Recall v6.0 Silver

    @GnaReffotsirk: Go

    Love the hood, and the frill on the robe, only suggestion would be a crystal on the shoulder or a necklace.

    Posted in: Project Workplace
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    posted a message on AI - using Arbiter Recall

    @stratostygo:

    I havent tested it, and will probably find a way to improve it, I'll send some working XML when I can.

    Tactical AI is great...

    Posted in: Triggers
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    posted a message on AI - using Arbiter Recall

    Okay, your going to want to make an Order type tactical AI and assign it to the arbiter, in the Order you re going to set the ability value to the wanted recall ability. There is a Target Find slot, go in to the Target finds tab in the data editor and make a Set called Arbiter Recall or whatever.

    Next Create a Effect type called "arbiter search recover", set its target filters to friendly, and the validator to a validator depicting the conditions you want the reavers or whatever in and the effect to the appropriate search area affect the recall ability uses. (you should add something indicating distance to the validator also)

    Next Duplicate this but set the validator to be something that indicated the units are safe, name this arbiter search reinforcements",

    Next add two separate Best Point types, one should have a caster no hostiles nearby validator (Name this "Arbiter Recover Best Point"), the other should probably be the tactical defensive matrix, or something else to indicate the caster is danger (Name this "Arbiter Reinforcements Best Point"). Set the damage base to 20, the effect to the recall's search effect and the min score to 1.

    Now add two separate Set types, in one put "Arbiter Recover Best Point and arbiter search recover" name it whatever, add "Arbiter Search Reinforcements and "Arbiter Reinforcements Best Point" to the other. Place both of these in the "Arbiter Recall" set you created at the beginning.

    Go back to the tactical AI tab, and add Arbiter Recall as the target find, voilla, you can screw around with the values but this should do the trick. (Just make sure tactical or melee AI is on)

    Posted in: Triggers
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    posted a message on Almost BLACK FRYDAY!

    I look foreword to watching news stories of American shoppers assaulting each other over trinkets...

    Posted in: Off-Topic
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