-
Notifications
You must be signed in to change notification settings - Fork 20
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
More handling for load game #36
Comments
UnitTask class defines current job for a unit (some dependencies and future plans). It may be a good idea to add (de)serialization ability to UnitTask... |
What's the structure of save file? What lua files/callins i can check in order to get familiar with save/load structure? |
I don't know if/how AIs have access to save files. Save a game and look inside to see the structure. |
That's bad. I don't like reverse engeneering atm. I was sure GoogleFrog added save/load ability to engine, my mistake. |
File name provided to AI is garbage and doesn't exist. |
Save/load is not written entirely in lua. The engine has save/load callins and handles the creation and reading of the files. It also handles things such as the startscript and current state of the terrain. As far as I am aware there is no other save/load in the engine. |
Circuit probably needs a lot of work to handle loaded games well. One think I noticed that is if it is building a Dante then the Striderhub will not correctly repair the nanoframe after the game is loaded. Taking advantage of half complete striders with striderhubs would solve this.
The text was updated successfully, but these errors were encountered: