I'm having problems with a custom 4v4 team game I've setup. Basically, the game doesn't respect team start locations, and ends up putting the AIs in spots other than the start location they've been assigned if less than 4 players are on a team.
I'm not sure what I need to do. I've setup the game variant as default, and set the game speed, lobby delay, locked alliances, and teams in the attributes.
I've also set everything up in the player properties, and both team placement options in the Map menu. Can someone enlighten me?
Check out this link. (ps. this is not the tutorial yet, just information on why it doesn't work.) This is a problem with multi-team lobby system's. Me and my brother found a way to fix this issue, while making our 4v4 evolves game, by using triggers and we will hopefully post a tutorial soon on how you can fix this.
Thanks for the response. I managed to find a workaround for my problem; I simply listed the CPUs first in the player properties and adjusted the start locations accordingly. The CPUs always start where they need to now.
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I'm having problems with a custom 4v4 team game I've setup. Basically, the game doesn't respect team start locations, and ends up putting the AIs in spots other than the start location they've been assigned if less than 4 players are on a team.
I'm not sure what I need to do. I've setup the game variant as default, and set the game speed, lobby delay, locked alliances, and teams in the attributes.
I've also set everything up in the player properties, and both team placement options in the Map menu. Can someone enlighten me?
Does anyone know how to fix this?
Bump?
Anyone have any idea how to fix this? Bueller? Bueller?
Stop bumping.
Check out this link. (ps. this is not the tutorial yet, just information on why it doesn't work.) This is a problem with multi-team lobby system's. Me and my brother found a way to fix this issue, while making our 4v4 evolves game, by using triggers and we will hopefully post a tutorial soon on how you can fix this.
Thanks for the response. I managed to find a workaround for my problem; I simply listed the CPUs first in the player properties and adjusted the start locations accordingly. The CPUs always start where they need to now.