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I opened it in your ts and garrisoned 1 acher in the tree and 1 in the deer and hit save, the program crashed.
I tried to reopen and it told me the scenario was invalid.
player2's castle id: 1
gaia's ram id:2
player2 and gaia also garrisoned into id:2 gaia ram
Result: the player2 castle inside an invisible gaia ram. If you remove the gaia ram by trigger, the castle will unload (even on water).
- able to click on unit on minimap and when select unit from lists it's shows on minimap which unit is that
- in "Help/About" button able to click on link to move the official site to check if is there any updates (or open Voobly download)
Tested the unit/trigger id renumbering:
- trigger id sync working, but didn't see any changes ingame
- with unit renumbering from 460 000 unit id easily reduced to 12 000 on one map -> map's size from 148kbyte reduced to 138kbyte, that's quite lot! Later will check lagtest how is it affecting on gameplay.
Sadly, when I do this, triggers not following correctly the new numbers (I see it's try to follow the changes, but seems like it's not perfect).
Example: renaming originally p1 villager, when renumbering, it's renaming gaia haysack.
I'm not recommending to use this function with 1.0.3.10 version, if you have complex triggers with selected target conditions and effects.
116K Sheep vs Wolf - the glade renumbered.scx
124K Sheep vs Wolf - the glade.scx
edit:
Found the following bugs:
When you list units by name it's not really doing what is should and when you renumber IDs the garrisoned units moving out.
If won't be any bug I will update rated version too.
For aok the last id:
units: 749 (COBRA_D)
research: 425 (C-Bonus Chinese TC POP)
tech: 437 (C-Bonus Chinese TC POP)
For aoc the last id:
units: 865 (RUBL3V)
research: 459 (C-Bonus, 40% CA)
tech: 513 (Perfusion)
Forest Tree - 14
Jungle - 13
Oak Forest - 14
Palm Desert - 13
Pine Tree - 9
Snow Pine Tree - 9