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Harbour Exit Points
Posted: Wed Mar 17, 2010 10:54 pm
by Hobbes
Hi chaps, can anyone remind me how to make a harbour exit point to save me messing around? I made a harbour exit point mod for AACW a few years ago but the knowledge has gone. Is it a JumpLink?
Thanks, Chris
Posted: Wed Mar 17, 2010 11:27 pm
by lodilefty
Hobbes wrote:Hi chaps, can anyone remind me how to make a harbour exit point to save me messing around? I made a harbour exit point mod for AACW a few years ago but the knowledge has gone. Is it a JumpLink?
Thanks, Chris
Harbors will exit to any adjacent water region [the Adjacenct0 etc values. Need two of same region for an exit.] DO NOT EDIT THE ADJACENCY VALUES DIRECTLY!!!! Of such come map fubarrs!
You can BLOCK an adjacency with a NavalInterdict
You can create a link to distant places [as in OOMB] with the Transit, LongTransit, Portage jumplinks.
However, AFAIK, for proper naval movement, these jumplinks must be either
- water to water
- port to water
- water to port
Our attempts to go port to port [i.e. land region to land region] failed, as the game engine read this as 'frozen water' and sent the ships back to origin of move 
Hope this helps
Posted: Thu Mar 18, 2010 12:08 am
by Hobbes
Aha - the knowledge is flooding back! I was blocking exits with the AACW mod not creating them. I got a bit thrown when I saw no exits for a port I had created in KWW - but this was due to the weather.
Thanks again Lodi!
Chris
Posted: Thu Mar 18, 2010 3:25 pm
by Pocus
In one millennium, an old hermit in a cave lost in the midst of a huge desert will be the last holder of knowledge of everything AGE-related.
Or perhaps in 3 years

Posted: Thu Mar 18, 2010 3:30 pm
by Generalisimo
Pocus wrote:In one millennium, an old hermit in a cave lost in the midst of a huge desert will be the last holder of knowledge of everything AGE-related.
Or perhaps in 3 years
I do not know if you have seen the trailer of the new movie, the Book of Eli...
But I remembered about it when I read your post...

Posted: Thu Mar 18, 2010 3:35 pm
by lodilefty
Pocus wrote:In one millennium, an old hermit in a cave lost in the midst of a huge desert will be the last holder of knowledge of everything AGE-related.
Or perhaps in 3 years
..and that hermit shall be called "Wiki"

Posted: Thu Mar 18, 2010 11:10 pm
by Hobbes
lodilefty wrote:..and that hermit shall be called "Wiki"
I recently buried a time capsule in my garden. All that is in it is this message :-
Use SelectFaction right after the use of FACALL
It is what it is... live with it
It is a gold box with AGEOD engraved on the front.
I think the future is secure.
Chris
Posted: Thu Mar 18, 2010 11:15 pm
by lodilefty
Posted: Thu Mar 18, 2010 11:28 pm
by Hobbes
Thinking about this again I'm getting confused again!

We seem to have a FACALL param and an ANYFAC param. FACALL used in EvalRgnStruc and ANYFAC used in RemoveStructure? Can anyone say exactly what commands can be used with these two similar parameters?
Do they both need a SelectFaction after their use to guarantee which side will be used for control of the event?
I may need to find my spade
Cheers, Chris
Posted: Thu Mar 18, 2010 11:34 pm
by lodilefty
Hobbes wrote:Thinking about this again I'm getting confused again!

We seem to have a FACALL param and an ANYFAC param. FACALL used in EvalRgnStruc and ANYFAC used in RemoveStructure? Can anyone say exactly what commands can be used with these two similar parameters?
Do they both need a SelectFaction after their use to guarantee which side will be used for control of the event?
I may need to find my spade

Cheers, Chris
Dunno about first question.
YES to second question, as both essentially 'clear' any specific selected faction...
kinda like playing a wildcard in crazy 8's, then next card defines the active suit

Posted: Thu Mar 18, 2010 11:50 pm
by Hobbes