Post 06 Oct 2015, 14:37

Caster work goes on and something new for scripting

Caster issues continue to occur, but also grows the list of fixed ones. When before Caster was tested 100% in a staged environment, now it is 50/50 between staged and actual game.

2015-10-06 caster farmer.png

Some of the issues are:

Agent needs to walk through inbetween 2 locked agents
Agent should not hesitate approaching another agent if his target is in front of him
Group of agents walking through corridor should not clog it while trying all to register at a waypoint
Agents approaching house entrances from the side often look unnatural
On a different note – while staging in-game tests for Caster, I got frustrated with how unit/house/ware types were hard to use. This got me thinking and testing, what if enums were available? And they seem to be. For a quick example:

procedure OnTick(aTick: Integer);
  H: Integer;
  H := States.HouseAt(6, 7);

  if (States.HouseWareInside(H, wt_Grain)) >= 5 then
    Actions.PlayerWin([0], True);

Now this syntax should be much easier to use!
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