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Update news on CTGW patch and more

Posted: Wed Oct 28, 2015 8:43 am
by lordzimoa
Hi guys,

Just a quick update we are working on the final bits of the patch that combines all recent hotfixes and some more reported bug fixing. The patch contains no balancing or feature updates

But instead we will, in the very near future, release and open up all scripted game files, AI included, that means that there will be basically no more limits what modders can do with the game, if they take the time diving into the Lua scripting.

You can make any hex game, or mod you want, the only limitation will be your modding time and fantasy...

More news soon.


Cheers,

Tim

Re: Update news on CTGW patch and more

Posted: Wed Oct 28, 2015 11:01 am
by Robotron
Sounds great, looking forward to it! :D

Re: Update news on CTGW patch and more

Posted: Wed Oct 28, 2015 8:56 pm
by DanielHerr
Great news, but does this include the ability to change the map files? I would at least like to know how you do it, even if it isn't as simple as a map editor. The ability to change the map through Lua would also be nice. I'm thinking building and destroying railroads and canals.

Re: Update news on CTGW patch and more

Posted: Sat Oct 31, 2015 4:54 am
by lordzimoa
Hi guys,

Warning, this is a test Beta patch, only apply it if you are confident and willing to test and know what to you are doing!



Sorry it took so long but I think I've got them all fixed now.

Please unpack attached zip file in your CTGW installation directory (and replace existing files), and let me know of your results.

This package also contains all scripts in text form (including AI) so modding (and fixing things) should be much simpler now. I hope it helps you guys.

Cheers!

https://dl.dropboxusercontent.com/u/391 ... 01.6.6.zip

Re: Update news on CTGW patch and more

Posted: Sat Oct 31, 2015 6:30 pm
by DanielHerr
Future stable patches have their ai scripts visible, right?

Re: Update news on CTGW patch and more

Posted: Thu Nov 05, 2015 10:30 am
by johnnybravo
DanielHerr wrote:Future stable patches have their ai scripts visible, right?
That is correct, yes.

Re: Update news on CTGW patch and more

Posted: Wed Dec 23, 2015 8:02 pm
by Sabratha
Thanks for doing this. Are the map files gonna be editable?

Re: Update news on CTGW patch and more

Posted: Sun Jan 31, 2016 9:43 am
by Sabratha
Sabratha wrote:Thanks for doing this. Are the map files gonna be editable?
Sorry to chase this, but are there any news on this issue?

Re: Update news on CTGW patch and more

Posted: Mon Feb 01, 2016 10:26 am
by johnnybravo
Sabratha wrote:
Sabratha wrote:Thanks for doing this. Are the map files gonna be editable?
Sorry to chase this, but are there any news on this issue?
No problem at all, sorry to keep you waiting with the answer. It is difficult thing tho, the editor in it's current state is -let's call it- "less than stellar" and while original designer was brave enough to use it, it would require some additional work to be comfortably usable. We will see what can be done tho.

Re: Update news on CTGW patch and more

Posted: Mon Feb 01, 2016 11:42 pm
by Robotron
Another thing concerning future updates:

up to now all the updates were released as executables which is probably fine for the majority of the players but is a headache for people who have spent months modding all the different scripts. As there is no way of telling beforehand which scripts will be changed in what way, having to look through all the scripts after the update process is a rather tedious experience.

So what I'm asking is that besides that standard self-running executable could you please allow for a sperate download archive for us modders containing only the scripts which got updated?

That would be very helpful. :)

Re: Update news on CTGW patch and more

Posted: Tue Feb 02, 2016 6:37 pm
by Sabratha
johnnybravo wrote:
Sabratha wrote:
Sabratha wrote:Thanks for doing this. Are the map files gonna be editable?
Sorry to chase this, but are there any news on this issue?
No problem at all, sorry to keep you waiting with the answer. It is difficult thing tho, the editor in it's current state is -let's call it- "less than stellar" and while original designer was brave enough to use it, it would require some additional work to be comfortably usable. We will see what can be done tho.
Thanks for the info. As far as my end of things go, a way to edit the "original hex owner" parameter would be sufficient. If not with a map editor, then perhaps the same thing could be done with an event script?