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larrywong Jun 11, 2024 @ 2:56pm
help with console commands
There are lists of console commands out there, but for the most part that is unhelpful because we don't have the documentation that gives us the specific values for attributes.
So that turns this into trial and error effort.

I am trying to get two tileID commands to work, but they don't. Are these specific commands disabled in non-beta versions of the game? Am I missing part of the command and that is why it does not execute?

i.e. I want to remove trees on tile 36,32. The console provides the nomenclature "removevegetation (tileID)"

So I enter:
"removevegetation 3632".
No errors, but the command wasn't executed because the trees are still there. So I tried adding a little more to the command.

"removevegetation 3632 VEGETATION_TREES".
Same result. No errors, but no execution.


When I try to add a military unit, the given nomenclature is:
addunit UNIT_TYPE tileID playerIndex (TRIBE_TYPE)

So, I typed:
"addunit UNIT_PIKEMAN 3732 0 TRIBE_NUMIDIANS"

Nothing. No errors, which is good. However, nothing appears at that tile.

For a while I couldn't get the tileID's right. I tried 37,32; 37_32; 37-32 and they would all kick back errors. Then I figured you just put the x & y values together, 3732.

Has anyone really delved into the commands yet? The only commands I have been able to successfully execute are the "addeverything" and "revealmap" commands.
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Dale Kent Jun 11, 2024 @ 7:15pm 
The commands all work. However, I think you're calculating the tileID incorrectly. It is not a joining of the XY values, but the unique id of the tile in a sequence, equated by the formula:

tileID = (mapWidth * Y) + X

So a tile with XY of 36,32 is actually tileID of (mapWidth * 32) + 36. Map width is dependent on the map you have. If you open a save file one of the first entries in the xml file is mapWidth.

OR....

If you are on the TEST branch of the game you can go into options and turn on debug information. When hovering over a tile if you hold down ALT it will show you the hidden tileID.

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With addunit, playerIndex 0 is always the human (in single player). The human can't be a tribe, so using TRIBE_NUMIDIANS will result in no unit. No error, because errors are hidden on the MAIN branch (you'll see errors on the TEST branch though). Any attribute in brackets is optional. Also, the tileID is probably wrong if you did XY, not the unique tileID as formula above.

addunit UNIT_PIKEMAN 3732 0

Will create a pikeman for the human on tile 3732 (tileID, not XY).

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EDIT to add:
In the TEST branch, turning on debug information will also show characterID's, unitID's, tileID's, playerID's in all the tooltips.
Last edited by Dale Kent; Jun 11, 2024 @ 7:16pm
Dale Kent Jun 11, 2024 @ 7:20pm 
I assume you've seen this, which is linked off our website?

https://docs.google.com/document/d/1QewnNdY2IEd0M2GaDywxfZYDSwqlPENC3u62c0a_bTY
Fluffster  [developer] Jun 12, 2024 @ 2:23am 
To add to Dale's reply, for what you are trying to do it would be a lot easier to use the Editor, which is a tab next to Console.

Editor has a top tab for Vegetation, click Trees, right click the tile you want to remove them from. Same for adding units - click the right unit icon and nation / tribe, then left click a tile to add them.
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Date Posted: Jun 11, 2024 @ 2:56pm
Posts: 3