Topic: Add-ons
Atanase![]() Topic Opener |
Posted at:
2021-04-27, 16:29 UTC+2.0
Hello, I tried to find any information on the Add-ons but ..... nothing that could help me. La connaissance ne vaut que si elle est partagée par le plus grand nombre. ![]() ![]() |
Nordfriese![]() |
Posted at:
2021-04-27, 16:38 UTC+2.0
In the main menu, choose "Add-Ons". The "Installed" tab lists your installed add-ons, and offers a checkbox for each one to turn them on or off. Add-ons of the "World" category are chosen before starting the editor, and then remain integrated into a map. Your choice of World add-ons is therefore ignored when starting a game, and the map's World add-ons are used instead. All other add-ons (tribes, scripts, win conditions, starting conditions) are used when starting a new game. Loading a savegame always uses the add-on settings the game was originally started with.
Edited:
2021-04-27, 16:38 UTC+2.0
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Atanase![]() Topic Opener |
Posted at:
2021-04-27, 17:02 UTC+2.0
OK, thank you, La connaissance ne vaut que si elle est partagée par le plus grand nombre. ![]() ![]() |
Atanase![]() Topic Opener |
Posted at:
2021-04-28, 01:34 UTC+2.0
Hello, I downloaded 3 add-ons: I verified the configuration file: I generated a random map after activating the add-ons I have to change the number of soldiers in the military buildings, and the wells always have the same radius. La connaissance ne vaut que si elle est partagée par le plus grand nombre. ![]() ![]() |
kaputtnik![]() |
Posted at:
2021-04-28, 08:43 UTC+2.0
Looks like some Add-ons do not work with random maps: Bug report ![]() ![]() |
Nordfriese![]() |
Posted at:
2021-04-28, 11:45 UTC+2.0
World add-ons would break the map generating algorithm, so I made it to automatically disable all add-ons for random maps. Could be improved by limiting this to world add-ons. ![]() ![]() |
Atanase![]() Topic Opener |
Posted at:
2021-04-28, 13:38 UTC+2.0
I understand, but I have specially chosen non world add-ons, I have downloaded only the 3 which are 1 "tribe" and 2 "scripts" to avoid the problem with "world".
Edited:
2021-04-28, 13:43 UTC+2.0
La connaissance ne vaut que si elle est partagée par le plus grand nombre. ![]() ![]() |
Nordfriese![]() |
Posted at:
2021-04-28, 14:23 UTC+2.0
The problem is not trivial to solve, so for now I made a PR that adds a note to the menu that states which features are disabled: https://github.com/widelands/widelands/pull/4835 ![]() ![]() |
Atanase![]() Topic Opener |
Posted at:
2021-04-28, 15:25 UTC+2.0
I would like to be sure that I understood correctly. Actually ALL the random maps, in play AND editor can't use add-ons because of "world". Am I right? If I'm right it is good for me. Anyway, we will only be able to distribute the 'new' maps with add-ons after the official V1 has been released, so we have a little time to redo them if necessary. La connaissance ne vaut que si elle est partagée par le plus grand nombre. ![]() ![]() |
Nordfriese![]() |
Posted at:
2021-04-28, 15:33 UTC+2.0
Almost. I did not explain very clearly. The random map generator can not handle World add-ons. Therefore, maps and matches generated with the random generator do not use any World add-ons. For Tribes and Script add-ons, the restriction that these are disabled as well applies only to the feature that lets you directly start a random match. When you create a random map in the editor, save it, and then start a new game in it via Singleplayer → New, then you can use Tribes and Script add-ons just like for every other new map. Add-ons of other types always work.
Yes
They don't have any World add-ons. And no official map will ever use a World add-on because the whole point is that add-ons are inofficial, fan-made content. You can of course enable any other add-on type with any map whenever you start a new game.
Edited:
2021-04-28, 15:33 UTC+2.0
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