Search found 48 matches

by n0b0dy007
Sat Apr 24, 2021 12:49 pm
Forum: Panzer Corps 2 Scenario Design
Topic: Lua modules
Replies: 11
Views: 6110

Re: Lua modules

After moving the copied & pasted duplicates into a common shared.lua library (and more clean up): The attached file contains the revised Lua scripts used in the above comparison. The additional comments inflated the counts slightly. :roll: Note that the shared.lua library module is duplicated i...
by n0b0dy007
Sat Apr 24, 2021 12:36 pm
Forum: Panzer Corps 2 Scenario Design
Topic: Lua modules
Replies: 11
Views: 6110

Re: Lua modules

As a baseline, here are the .lua files after slight clean-up and commenting: . Original files in attached .zip file. Line and word counts as reported by wc -l -w (not a perfect SLOC count, but close enough) for the original (commented and slightly cleaned up) AO* .lua files: 18,229 82,170 After mov...
by n0b0dy007
Sat Apr 24, 2021 12:25 pm
Forum: Panzer Corps 2 Scenario Design
Topic: Lua modules
Replies: 11
Views: 6110

Re: Lua modules

The single, shared definitions of functions IsItemInTable() , AddEquipment() , &c can be moved to the library file shared.lua . One very important caveat: Due to a defect in the UE4 Lua plugin, re-loading does not re-load require d .lua files. As a work-around, the library module needs to: set ...
by n0b0dy007
Sun Apr 18, 2021 12:31 am
Forum: Panzer Corps 2 Scenario Design
Topic: Lua modules
Replies: 11
Views: 6110

Re: Lua modules

As a baseline, here are the .lua files after slight clean-up and commenting: Lines Words File 40 146 AO0Spain/script.lua 365 1852 AO0Spain/01Seville/Seville.lua 418 2001 AO0Spain/02Antequera/Antequera.lua 225 948 AO0Spain/03Merida/Merida.lua 104 360 AO0Spain/04Toledo/Toledo.lua 374 1638 AO0Spain/05E...
by n0b0dy007
Sun Apr 11, 2021 4:47 pm
Forum: Panzer Corps 2 Scenario Design
Topic: Manuals/LuaScripting.pdf
Replies: 1
Views: 4885

Re: Manuals/LuaScripting.pdf

The file Content/Editor/properties.txt seems to contain an updated version of the PC2 Lua API (the bulk of the listings in pp. 1-6 of the LuaScripting document), including some new global functions: + Player::Equipment NewEquipment() + UnitType GetUnitType(string) + void Ask(Text, {caption, action},...
by n0b0dy007
Sun Apr 11, 2021 1:24 pm
Forum: Panzer Corps 2 Scenario Design
Topic: Lua modules
Replies: 11
Views: 6110

Re: Lua modules

As it turns out, the plugin used in PC2 sets package.path to a value reflecting the location of the campaign directory containing the script.lua file. e.g. ../../../PanzerCorps2/Content/Campaigns/AO0Spain/?.lua For the stand-alone scenarios in Content/Scenarios , the path is: ../../../PanzerCorps2/...
by n0b0dy007
Sat Apr 10, 2021 7:42 pm
Forum: Panzer Corps 2 Scenario Design
Topic: changing weathe via LUA script
Replies: 7
Views: 5412

Re: changing weathe via LUA script

I want to change the weather from summer, to fall, to winter - all within one scenario (Barbarossa AGC/AGN Multiplayer map). I see this going one of two ways: a) manually set all weather parameters for every turn, or a range of turns (ie a season) -or- b) adjust the percentage chances of clouds, ra...
by n0b0dy007
Sat Apr 10, 2021 6:54 pm
Forum: Panzer Corps 2 Scenario Design
Topic: Lua modules
Replies: 11
Views: 6110

Re: Lua modules

Looks interesting! The question is whether a central LUA library is easier to control than a separate LUA file for each individual scenario. So far, the developers have also opted for the separate LUA files - do you have better error control here? For some definition of "control." As of t...
by n0b0dy007
Sat Apr 10, 2021 12:12 pm
Forum: Panzer Corps 2 Scenario Design
Topic: Lua modules
Replies: 11
Views: 6110

Re: Lua modules

you may use functions from different scenarios as long as u paste and copy them in your scenario script The whole point of using modules is to avoid the copy & paste, which creates an untenable maintenance problem once there are 139 or more .lua files that have to be checked and possibly modifi...
by n0b0dy007
Fri Apr 09, 2021 12:17 am
Forum: Panzer Corps 2 Scenario Design
Topic: Lua modules
Replies: 11
Views: 6110

Lua modules

The UE4 plugin for Lua https://github.com/rdeioris/LuaMachine supports Lua 5.3 ( https://www.lua.org/manual/5.3/manual.html ), which supports modules. As it turns out, the plugin used in PC2 sets package.path to a value reflecting the location of the campaign directory containing the script.lua file...
by n0b0dy007
Thu Apr 08, 2021 9:29 pm
Forum: Panzer Corps 2 Scenario Design
Topic: Editor 1.1.20 hotfix
Replies: 6
Views: 8635

Re: Editor 1.1.20 hotfix

A feature request for the editor, to help with scripting the associated Lua file: An export to text file of the expected condition and effect function s. For example, from the Seville.pz2scn scenario, something like: -- 3 Objectives defined in scenario: -- @end Capture victory hexes Cadiz (7;24) and...
by n0b0dy007
Thu Apr 08, 2021 4:47 pm
Forum: Panzer Corps 2 Scenario Design
Topic: Manuals/LuaScripting.pdf
Replies: 1
Views: 4885

Manuals/LuaScripting.pdf

This document is out of date ( e.g. nothing about the Hero type or the campaign variable's properties). Is there anywhere that has more up-to-date information on the current API/object model? In particular, the PC2 Lua API functions used in the DLC scripts: world:Exec(action) world:MakeNewHeroAction...
by n0b0dy007
Sun Apr 04, 2021 8:13 pm
Forum: Panzer Corps 2
Topic: Bug Reports
Replies: 1158
Views: 214068

Re: Bug Reports

(Deleted)
by n0b0dy007
Sun Apr 04, 2021 7:42 pm
Forum: Panzer Corps 2
Topic: Bug Reports
Replies: 1158
Views: 214068

Re: Bug Reports

AO41 bugs (as of v1.1.21 Update) - 2 Script typos (missing s ) cause added equipment to be listed in the "Captured" category (used as default when not recognized), instead of the (intended) "Prototypes" category: OperationMercury.lua, Line 431 : AddEquipment(0, "Bf109G"...
by n0b0dy007
Wed Jul 22, 2020 2:50 am
Forum: Field of Glory: Empires
Topic: What Role Do Pops Play? My personal wish list for future FOG games
Replies: 9
Views: 1868

Re: What Role Do Pops Play? My personal wish list for future FOG games

I was just remembering back to playing Imperium Romanum II about 30 years ago, and how that reflected on Romes particular need to pull in food from the grain baskets of North Africa/Egypt. This game covers the period where supplying its citizens with grain was beginning to become important and ends...
by n0b0dy007
Wed Jul 22, 2020 2:26 am
Forum: Field of Glory: Empires
Topic: What Role Do Pops Play? My personal wish list for future FOG games
Replies: 9
Views: 1868

Re: What Role Do Pops Play? My personal wish list for future FOG games

You have modded the scripts you mean? I have, along the lines I indicated in another thread: Personally, I think the province capital regions need more emphasis / building specialization, with other regions relegated to resource production focus. Otherwise, the identical builds in all regions get r...
by n0b0dy007
Sat Jul 18, 2020 4:15 pm
Forum: Field of Glory: Empires - Tech Support
Topic: STRUCTURES Forbidden Terrain fix
Replies: 4
Views: 1206

Re: STRUCTURES Forbidden Terrain fix

The code in Faction.bsf/Faction_Construct_StructureIsAllowed_Internal() is kinda crufty, and I see the notes to remind yourself to clean it up. A couple of other checks to include: if Structure_IsBeingDisassembled() for required and/or precursor/upgrade structures after the (successful? checked?) ca...
by n0b0dy007
Wed Jul 15, 2020 7:45 pm
Forum: Field of Glory: Empires
Topic: How much food do I need to produce a new population?
Replies: 12
Views: 2283

Re: How much food do I need to produce a new population?

Nice, so most of the game is in the .bsf files!!! Pretty much. The rules/logic and UI code, anyway. The data live in the DATA directory's .csv files (generated from the .xlsx spreadsheets, per: http://www.slitherine.com/forum/viewtopic.php?f=562&t=99539 ). The BSF files are text files containin...
by n0b0dy007
Wed Jul 15, 2020 1:16 pm
Forum: Field of Glory: Empires
Topic: How much food do I need to produce a new population?
Replies: 12
Views: 2283

Re: How much food do I need to produce a new population?

I don't know what these numbers are. POP_FOOD_POPULOUS_MINVAL,POP_FOOD_POPULOUS_RATIOh,POP_FOOD_POPULOUS_COEFF These are constants defined in MapGlobals.bsf . A few have some commentary hints: // *** P_ *** // __POPULATION #define POP_REALNUMBERCOEFF 10000 #define POP_BASE_NEED_FOOD 15 #define POP_...
by n0b0dy007
Tue Jul 14, 2020 9:31 pm
Forum: Field of Glory: Empires
Topic: A quick review and some suggestions
Replies: 11
Views: 2368

Re: A quick review and some suggestions

I ended up doing my best to avoid taking regions that I couldn't quickly form into provinces because of this. Seems to be the optimal strategy, especially given the decadence calculations. Also, there is the new "Liberate Region" Regional Decision. Personally, I think the province capital...

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