Help Environment Order tools Turn Analyzers Features |
File version 3.25 Atlantis Advisor HelpAtlantis Advisor is the client program designed for viewing reports of
Atlantis PBEM, all versions from Atlantis 3.0 to Realms 4.0.10 and Ceran.
© Gnawer aka Wredosoft Software LTD 1999-2003. This program is shareware. Registration fee is 10$. Unregistered version has limited functionality. See Registration for further details. Useful Hints
Environment Game ManagerStructure of the GameIn Advisor, Game is folder like Advisor/sample game with all game data. Important files inside the folder is: game.dat - database for all game items, skills, map etc; scripts.txt - all scripts for the game. These files may be edited in text editor. Also this folder by default keeps all game order and report files. There is some predefined rulesets (databases) available on game creation: standard.dat, ceran.dat and conquest.dat. That's actually files in Advisor root folder, which will be copied to newly created game folder. The rulesets contains most information available in game rules and will never contain any data for advanced items. Using ManagerFirst, you should create a game. In unregistered version you can't create more than one game, so delete Sample Game and then create new one. Note that when you removing a game, files will not be actually deleted, so you'll not lost an information. If you want to completely destroy a game, remove it from Manager and then manually delete game folder. Then, add reports to the game. You may add report files from disk or paste report from clipboard. In latter case, report will be saved to game folder. You may set option to automatically rename all opened files and move them to game folder; see Options | Manager. When all reports added, you should parse them to transfer data from text files into memory. To do it, press Read button. Parse log is shown on the right; blue triangle on the bottom hides or shows the log. Review the log if there is errors on report parsing. Advisor usually keeps some last reports and kicks out old ones from the game. You can't view unit disposition from kicked (archived) reports, but all valuable data (skill reports, map etc) is stored in game database and available. Another feature is loading orders for last turn. After parsing all reports, Advisor will scan Game/Orders folder for last turn order file, and load found orders. So, if you saved orders and then reopened game, no orders will be lost. OptionsKeep N last reports - amount of newer reports to keep in memory; all other will be archived. Move reports to game folder - when you adding report files from disk, Advisor will automatically rename them and move to game folder. Prompt to remove wrong reports - Game Manager will ask you to kick files from batch if they are not recognized as reports. Try to load order - Advisor will scan Game/Orders folder for last turn orders and load them while parsing. Setting up new gameWhen you created new game and parsed first report, do following:
Main Window InterfaceMapMap has many display options, available from map toolbar right above it or from Map menu. Right-click and drag to move map to another position. Double-click to center a region. Press Home to center on selected region. Bookmarks allows to quickly navigate to bookmarked regions. You can select map level (surface, underworld etc) from drop-down list near Level button or from Map menu. Level button or "Map | Level down" selects next level from list. If you want to follow a shaft rather then just select next level, double-click a shaft in object list. In "autodetect size" mode, map shows the regions you already explored, plus 4-hex border around them to allow units move further. Map is cylindric, cycled from east to west. If you found a margin of the map (last eastern or southern region), you may manually set map size to remove 4-hex border. Open Options, set Manual Map Dimension for selected level, then enter map size (coordinates of last south-eastern region plus 1 for each dimension). Mini Map ("View | Mini Map") used for fast world navigation; clicking on Mini Map centers clicked region on main map. Red rectangle on Mini Map shows visible area in main map. Object listThis list is to the left of map and shows structures in selected region. If structure is not finished (needs further building), it has small number of material units Needs. If there is units inside, structure icon also has flag of owner faction. Double-click a shaft here to open a region shaft leads to. Unit GridSee also: Grids, Options | Environment This grid shows units in currently selected region. There is some special columns. Custom column shows part of unit report as it appears in report file; contents of this column may be defined in Options. Attack shows attack level of unit (skill level plus weapon modifiers); Defence - best armor defence rate. If unit's faction is invisible, but was recorded in previous turns (see Unit Tracking), it will be shown with ? sign, in colors of unknown faction. If unit has fought in battle, it will be marked with sword icon; if it has dead men (in battle or starved) - with cross icon; mages additionaly marked with mage icon. Sorting by Faction and Faction Num columns is special: player's faction acts like it has minimal possible number and name, so it will appear first on ascending sort. Above Unit Grid placed toolbar with grid tools. You may filter only one faction to show here, or switch in Faction Mode ("View | Faction Mode") to show all units of selected faction in all regions. Latter is useful when you want to find lost unit or check month orders for whole faction. Right-click on Unit Grid opens menu with unit orders. This menu contains only orders the unit can complete (for example, only mages has Cast option). Shift-clicking an item instead of normal click makes command repeating (like "@work"). "Repeating" flag inverses this behavior: all commands become repeating, shift-clicked - non-repeating. Many orders from this meny may be invoked with keyboard shortcuts; see Options | Shortcuts. When issuing Move, Advance and Sail orders, you should click the regions on map which unit should move through. Red frame on the map in this mode shows the regions available to enter. Click on already visited region to complete order. Issuing another move order cancels all previously issued ones. Region informationThis panel contains information about selected region. On the top you see icon for current month weather and land name. Then comes region information.
All calculations for taxers, workers and entertainers taking into account only player's faction, because other faction's units' orders are unknown. Then comes grid for items available to produce in the region. Double-click on this and following grids opens Item Editor. Resources without amount shown in strikeout font is advanced resources which may appear in this type of terrain, but wasn't found in the region (see Analyzing Resources) Next is grids for items Wanted and For Sale here. Empty Amount column in For Sale grid means "unlimited". If units buys or sells items, amount will be shown here as "Currently Wanted/All Wanted". For example, if a unit sells 1 sword from wanted 10, number is "9/10". Notes tab opens region notes. These notes are valuable only inside Advisor. If Map | Show Region Notes is on, notes will be shown as hints when mouse cursor is over the region on the map. Unit informationThis panel shows info for unit currently selected in grid. On the top is unit's name, number, and description (line below name). Name and description may be edited right here. Description line may work in two modes, selected by button with green head. If head is in normal level, description is regular game description. If it is down, description is local and will not be shown to other players. You may assign local descriptions to any unit, including units of other players. Then comes unit flags. Item grid shows unit inventory. Items in this grid is sorted by item index (see Item Editor). Double-click opens Item Editor. You may give items to another units by dragging them to unit grid or discard (GIVE 0) them by dragging to map (see GIVE). Items bought during this turn is grayed and can't be given. Right-click opens popup menu with advanced GIVE options: for example, by selecting "Give to Riding" you will command target unit to accept no more items than it can carry when riding. There is two special types of items, shown here: trade income and work income. Basically, that's money unit earns this turn.
You can't give income money to other units, because GIVE order are processed before other ones. Item Grid usually displays all modifications in unit's items: when you sell or give items, amount will change or item will disappear. If you wish to have amount of items as they appears in report (without any modifications), choose "View | Unmodified item amounts". Unmodified amounts are grayed. By dragging icons below Item Grid, you may issue masked GIVE orders: GIVE ALL ITEMS, GIVE ALL WEAPON/ARMOR, and GIVE ALL TRADE. "Give spoils" icon works slightly different: it issues one order for each "spoil" item. "Spoils" is any items except silver, men, weapons, armor, mounts, and misc combat items. Skill grid shows unit skills. "Can Study" skills for mages are grayed, Combat Spell are marked with casting hand icon. Double-click on the grid opens Skill Editor; right-click shows skill context menu. Note that behavior of this menu is similar to unit's: shift-clicking Study will issue "@study" command. Load tab shows unit load and capacity for various types of movement. Numbers near Wagons icon is amount of wagons used (supplied with a horse) / full amount of wagons. Then comes calculations for walking, riding, flying, and transport. If unit can move this way, numbers are following: "1 (max 5)", which means: "Load 1, Capacity 5". For Transport (Ship) movement, numbers are: "5/15 (max 200)", which means: "Unit weight in ship 5, full ship Load 15, ship Capacity 200". Object informationThis panel contains information for structure selected in Objects List. On the top is structure name, number and description (line below name); name and description may be edited right here. Then comes structure information.
For Transports: Load is weight of men and items inside; Control is men*skill value to SAIL the ship. For example, both 15 level 1 sailors and 5 level 3 sailors gives 15 Control units. Shafts are known to have passages to another regions. You may link a shaft to destination region by pressing Link button and selecting a region on map. When Level button (or "Map | Level down") pressed on a region with shaft, map will show linked region. Shafts will be automatically linked when your units are passing through and server shows their way in Events (see Automatic shaft linkage). Receive ItemsBy pressing F5, you may toggle on and off another item grid, containing all items in all faction units in the region, excluding selected one. You may drag items from the grid into unit's items, ant they will be given to the unit. This is useful if you want to collect spoils, load caravan etc. Items in this grid are sorted by item indexes (see Item Editor). GridsAdvisor implements its own type of advanced grids; most cool specimen is Unit Grid. Grids has some common options, though some of them may be disabled.
New Unit windowSee also: FORM Templates When issuing FORM command from unit menu, you receive the designer window for new unit. The window allows to configure men, silver and flags for the unit. Flags are copied from creator unit. You may set Delayed Guard and Autotax flags to make unit start taxing from next turn (useful for newly-created units studying Combat). Guard and Avoid flags are exclusive. Men box is intended to provide men for new unit; you may choose to buy men or take some from other unit in region. When Buy checkbox is checked, Guard and Autotax flags unchecks, because usually newly-bought men can't tax. You may check them again, if you want. Payment Reqired box provides calculator for unit's funds. "Recruit fee" flag adds amount of money to buy men; "Study" - cost of skill studying; "Mainentance" - unit mainentance for given period. If Autotax flag checked, 50 silver will be subtracted from total sum for each man-month. Delayed Autotax subtracts same value, except for first month. Silver box allows to take silver from other unit in region or claim. You may create many identical units in one shot by specifying number of copies. This allows, for example, to create scouts for all directions. Item EditorSee also: Editing Rulesets This window allows to change item settings. Usually you are not expected to set this up manually, because Advisor reads almost anything from item reports. So, if you want to set up items, press "Request All" button and wait next report with item reports. NB: if you are new player, don't bother, all really essential information will be sent automatically when you'll need it. IndexesAll items has indexes, or numbers. These indexes used for two purposes: first is sorting items in grids (for example unit's items), and second is preference of combat equipment for Soldiers in Unit, Battle Simulator and army exchanges. Items with lower indexes are usually considered better. Rulesets supplied with Advisor already has all weapons and armors ordered in correct way; do not change this order, or all battle features will work incorrectly. Note that absolute position is not important: for example, plate armor may be #10 or #100, but it must be before chain armor. FlagsType of an item may be set by combo and some checkboxes. Types in combo are self-explaining; note that Wagon type must be set manually for wagons. Here is the explanation of extra flags.
Item ClassesItem classes (or masks) may be used in GIVE command (i.e. GIVE ALL TRADE) and in Needs. Advisor's understanding of these classes is slightly different than server's and always based on item flags.
Battle Viewer/SimulatorBattle Viewer is the graphical window which shows you battle disposition. In the left half of window you see two boxes for army leaders (tactics) and the armies themselves. Units are usually shown in appropriate armor, wielding weapons. Small number near unit is the count of men/monsters in. When you are moving mouse over unit or selecting it by clicking, unit details are shown on "Unit" tab. To play animation for battle actions, press Play button. Battle Simulator is the tool which helps you to predict results of a battle. You may run it on already concluded battle or create your own situation. When you pressing "Calculate damage" button, Simulator runs 100 battles, and records winners and loses. Then it shows percent of victories for each side. Also, small percent numbers appears near damaged units; for one-man unit they may be considered as possibility to lose this man; for many-man units - as percentage of men which will be most likely lost. You may also view animation for one simulated battle; press Play in simulation mode to do it. To run properly, Simulator requires correct settings for weapons, armor and mounts used by combatants. Basically, it will rely on numbers similar to shown in "Soldiers in Unit" window. Proper setup for special abilities and monsters are extremely important, because they may change battle dramatically. OptionsCurrent GameThis tab contains settings for opened game. All other are global for all games. Details
Faction Points
Map settings
EnvironmentMain Window
Bookmarks This tab allows to remove bookmarks. Shortcuts In this tab, you may define keyboard shortcuts (hot keys) for unit menu and main menu items. To define shortcut, select an order and press desired key combination. Shift key has special meaning. Normally, when you selecting an order from menu with Shift pressed, it appears with @. If the order is invoked by shortcut key, Shift has same effect: Shift+Key produces @-order. But what if you always issuing this order with @ (for example, @work)? You may want to add it with single key, not Shift+Key combination. To do this, press Shift when defining shortcut (for bold orders). Order Tools Main Window tricksAdvisor offers special ways to issue some common orders - smarter than just entering them manually or adding one-by-one from unit menu. Usually these methods allows to issue a bunch of orders in couple clicks. MovementMovement mode starts when you issuing MOVE, SAIL or ADVANCE command from unit's context menu. In this mode, you can click the regions on map which you would like the unit to move through. Red frame shows regions available for unit; number in unit's current region - remaining movement points; and arrows shows the regions unit can enter right now. If men in unit can swim, it will MOVE over water. Otherwise walking units can't leave land. Ships can SAIL in water and coastal regions. If unit was inside structure when started MOVE, it will MOVE OUT first. While moving, you can enter objects in region. To do it, click an object in left panel. If you clicked a shaft, unit will MOVE IN. If the shaft was linked to another region (see Object information), map will show linked region and unit will be able to continue movement. Otherwise, movement will be ended. To work properly, movement mode requires following:
MaintenanceAdvisor calculates maintenance (upkeep) for moving units by target region. Consider unit without silver. It will automatically take silver from units in same region to avoid starvation. When unit moving, it will take money from units in target region. To view units arriving in selected region, select "View | Arriving units". This option is useful when you receive Advisor warning "No money for maintenance", which points to empty region, being target of one or more units. Drag-n-drop GIVEGIVE interface based on Item Grid of Unit Info Panel. You may GIVE items by dragging them from item grid onto target unit in unit grid or discard (GIVE 0) them by dragging to map. You may also toggle Receive Items grid on and drag items from there to Item Grid. Hold Shift when relesing item to issue @GIVE order. Hold Alt to issue GIVE ALL order. Both keys results in @GIVE ALL. "Give:" box below item grid shows amount to give. By dragging icons below the grid, you issuing "GIVE ALL ITEMS", "GIVE ALL WEAPON, ARMOR" and "GIVE ALL TRADE" orders, respectively. Right-clicking on grid pops up menu with advanced GIVE options. For example, when you selecting "Give to Riding" option, target unit will accept no more given items thain it can carry when riding. Note that GIVE orders will take into account position of items before any turn processing. Consider example. Unit A has 10 swords and gives 5 swords to unit B. Then unit B gives 2 swords to unit C.
Normally, this sequence will throw an error, because B doesn't have a swords when processing starts. But if you issued the orders with drag-and-drop, they will actually look like this:
ArmiesArmy is a group of units which should move together - in other words, receive similar MOVE orders.
FORM TemplatesIf you often create some type of units, for example scouts or taxing squads, you may want to write template for this units and then create them in one click. To do this, set up new unit as usual, and then press "Save as Template" button near unit name in New Unit window. You will create template with name given to this unit. Now you may open "Form" submenu in Unit Menu (right below Form New item) and choose saved template. Templates could be modified in Options | Environment. Note that template contains some wildcard strings:
Automatic ordersInstead of OrderScript, Advisor has some built-in features to automatically perform some common tasks. These features has no support on server, they are inner matter of Advisor. NeedsEach unit in your faction needs a set of items to complete its tasks. STUDYing units needs silver, PRODUCEing units needs tools and raw materials, armies needs weapons and horses. Normally you are providing these items manually, by issuing multiple GIVE commands. Advisor allows you to define units' needs; these units will automatically request needed items from the neighbours. Technically, to declare needs, you should add special "@;needs" comment to unit's orders. You may do it from wizard: select "Specials | Declare Needs" from unit popup menu. Also, needs may be automatically declared with each monthlong order; to enable this feature, set the flag in "Options | Environment". Format of the declaration @;needs amount [usable] [unneeded] items1[, amount [usable] [unneeded] items2, ...][, priority N] @;needs equipment[, priority N] @;needs nogive amount is number of items (like 10), "all", or "enough" (equal to amount of men in unit). usable means unit will need only items it can use (units without Crossbow skill will not consider crossbows Usable). unneeded means unit will take only unneeded items. Note: if unit has no declared needs, it needs all its items (with priority 1). But if unit declared needs to some items, all other items will be considered Unneeded. items may be name of item (like "silver"), or item class - same that in GIVE command, with one exception: "items" will not select neither men nor silver. Normally, you shouldn't declare men as needs. Needs has two special item classes: Spoils and Materials (see item classes). priority defines strict order for units to take specific items. If no priority given, priority is 0. Higher priority takes first. "@;needs equipment", is equal to "@;needs enough usable weapons, enough armor, enough mounts". "@;needs nogive" means unit will not give anything to anyone (automatically). It still may take items, if other needs declared. Examples:
What if unit has choice? If unit declared, say, "@;needs enough weapons", and has a choice between crossbows and swords, it will prefer (in that order):
What if two units wants same item? Generally, unit with bigger bonus from the item will take first. If units receive equal bonus, older "veteran" with higher skill levels will take first. When Needs modify orders? Needs will not be redistributed on each order processing, because that's time-consuming process. They will be actually redistributed:
RoutesRoute is the path unit should constantly follow. Best example is a trade caravan: it may walk 20 hexes north, then 5 hexes south-east, return back, and then repeat the route. With this feature, caravan will cover optimal distances each turn, without any manual kicks. To set a route for unit, you should add "@;route" comment to its orders. You may do it manually or select "Specials | Declare Route" from unit menu. In latter case, define route on map like normal movement. Hold Ctrl to command unit to stop in clicked region; double-click to finish route. Ctrl+double-click will finish route and make it one-way. Format of the declaration @;route [oneway] [move_order] (region_coords) path[: position] oneway means this path sholdn't be repeated. If this token present, route will be removed when unit found himself in final region. Without it, unit will repeat route, if it begins and ends in same region. move_order should be one of: move, advance, or sail. region_coords defines starting region, like it appears in report: "1,1" for surface or "1,1,underworld" for underworld. path is sequence of directions, like for MOVE command. Directions should be separated with spaces; if you'll insert comma after direction, unit will stop after this move, even if it can move further. position is the automatically maintained number of current move; normally you shouldn't change it. Examples: @;route (10,10) N N NE, SW S S Move three regions and stop there (to get some goods). In the next turn, move back and stop in starting region. Then repeat. @;route sail (10,10) N N, S S: 1 Sail two regions north, stop there, then return and repeat. Ship already made one move north and now should make one more move to reach "comma region". @;route oneway (5,5,underworld) S 1 IN N N Move through shaft, walk a little, and stay there. When Routes modify orders? Routes will not be ran on each order processing. They will be actually processed:
Setting up a CaravanHere is an example of automatic trade caravan between town and production region two hexes north.
We want to regularly move some money from Guards to Mines to support workers, and bring back their production. Guards should keep all goods, sell required amount of livestock and give to Smiths required amount of iron to maintain optimal production ratio. So, let's declare needs and set orders for these units:
Now, we'll create new unit - Caravan. We'll set circular route to move from town to mines, stop, exchange goods, and then go back.
So, Caravan will:
Redirecting "new" ordersWhen you creating new unit, you don't know in advance its real number and must use alias, like "new 1". The problem is, if you want to teach the unit more than one turn (or do something like this), you must correct the TEACH order in next turn after creation, when unit receives real number. Advisor can handle this automatically. To do it, "@;new <number>" token will be supplied to each newly-created unit. In next turn, Advisor will look for these tokens and correct orders of other units according to token owners' real numbers. Then tokens will be removed. To enable this mode, set "Redirect "new" orders" in Options. Adding itemsIn some cases, unit may obtain items or money in ways, which aren't supported by client - for example, receive a gift from ally unit, or cast a spell. You may tell Advisor that you expect the unit to receive items by issuing @;add order (manually or from Specials menu). Format of the declaration @;add amount item_name [nogive] nogive means item will appear as obtained after GIVE phase, and therefore will not be given to other units by any means. Example @;add 300 "silver" NOP DirectiveAdd @;!NOP command to unit's orders to disable "No monthlong order" warning for this unit. Myself, I see no point in this, but people somehow found it useful. Turn Analyzers Turn AnalyzersUnit trackingAdvisor keeps track of all units met in game by their numbers. For each unit, it records its faction and magical talent. Faction recording works in following way. You have observer in region, and see unit from Some Faction. In next turn, observer moves out, and you see only unit, but not faction. Advisor will show the recorded faction for you, but it will be marked with ?, and whole unit row will be shown in colors of unknown faction. Also, Advisor will attempt to record and show unit's faction if it was revealed in battle. Unit will be considered mage, if:
Mages are marked with mage head near unit name. Analyzing ResourcesConsider example. You have expert miner in mountain region, and he is not found a mithril. Now you know that this region surely not contain a mithril. Such inexistant resources are remembered in Advisor and shown in strikeout font in Products on Region information. This analysis requires following conditions:
If your explorers found in region some unexpected advanced resource, it will be included in list for that terrain. Spy ReportsThis window are available at Tools. Feature allows you to view activity of other factions on visible territories. It requires two or more turns loaded at same time. Basically, Advisor will try to find all units visible on current turn in previous turns and compare previous unit state with current one. So, you may spot appeared and disappeared (either moving or killed in battle) units, changes in unit parameters and inventory. Last type if information - "economy" - is special. That's not direct unit events, but rather statistical calculations for regions. For example, if you have 10 level 1 entertainers in region with Entertainment Available $200, you expect them to collect exactly $200. And if you got in events "Earns 180 silver entertaining...", this means that someone else is entertaining in region. Advisor will deduct approximate skill of unknown labourers, in our example that's (200 / 180 * (200 - 180)) / 20 = level 1. Note that this feature works only in overloaded economy, when you get less than expected. Here is the explanation for tool buttons.
Features FeaturesAutomatic shaft linkageShafts leading from one level to another, so there is no way to calculate the region shaft leads to. So, target region will be recovered only when scout moved through shaft. Advisor will spot this movement from scout's Events and automatically record target region for the shaft. Explored shaft otherwise called "Linked". You may manually link a shaft from Object info panel. If both source and target regions (the region scout moved from, and the region it moved to) has one shaft each, both these shafts will be linked: shaft from source region will lead to target region, and vice versa. Using Send OrderSend Order command available in registered version and transfers orders straight to your email client. This option relies on Simple MAPI interface. Warning: it's still not too reliable and may not work at all. If you have a problems, try following:
Exporting and Importing MapExport Map command available in File menu. It exports a regions in text file, similar to region section in your reports. There is two options: export whole map and export selected regions. To make selection, click on the map holding Ctrl or Shift. After exporting selection, you may add more regions to export file by selecting them on map and choosing "File | Add Current Region". Regions will be added to map file with same options as first ones. Shaft links will be exported as comments. You can read exported map from your ally by selecting Import Map in File menu. Advisor's exported map format is typically compatible with one used in EAP AtlaClient. Users of other clients may copy Advisor's map into clipboard and paste it into region report for their current turn, then parse report as usual. Exporting and Importing SelectionTo select a group of regions, click on the map holding Ctrl or Shift. Coordinates of selected regions may then be copied to clipboard (File | Selection to Clipboard), to paste in emails. Your recipient may Ctrl+C the coords from email message and use File | Selection from Clipboard to recreate the selection in his client. This may be useful if you want to show him some area. Exporting and Importing Unit SkillsExport/Import skills commands available in File menu. This option helps you to establish teaching between ally factions. For example, you have some mages and want an ally to teach them. You exporting skills of these mages to clipboard and sending them to ally. They'll look like this: !732:240 PATT 30, SPIR 30, GATE 30, EART 30, WOLF 30 @study "wolf lore" Then he imports this data to his client and receives full information about your mages' skills and current study orders. He may also send you similar info about his teacher. This format is compatible with EAP Atlaclient "Export Mages" feature. Custom GraphicsMany of Advisor graphics may be customized. All custom graphics placed in Advisor/Images folder and being loaded on program startup. You may freely edit the files or add new. Advisor main pack comes with basic set of graphics; if you want many more, download latest Image Pack. The subfolders of Images are:
Editing Items, Objects and SkillsAdvisor has internal editors for these things. But often there is no need to enter data manually, because it will be parsed from "Item reports", "Skill reports" and "Object reports" sections of report file. Simpliest way to set up an item is press "Request info" button or issue SHOW ITEM command and then wait next turn report with item information. Usually server automatically sends you reports for items you really need. This feature, although, is highly relies on report format, which may differ on different servers. There is many versions of Atlantis now, highly differ in item (skill, object) reports. So if Advisor can't parse data automatically, you are baned to set it up manually. Active Faction and Ally ReportsAdvisor allows only one controlled faction in one game. It will remember main faction from first readed report in the game and then always use it as Active Faction. But you may also load reports from other factions (added in Game Manager, with your reports). Advisor will treat them as Ally Reports. You will be able to see all regions, units and battles from Ally Reports. Units from Ally Reports will be marked in unit grid and shown with full details, but you can't give orders to them. Local GamesYou may use Atlantis server engine locally to run your own test games. Advisor offers support for simple game with one faction. Note: normally you'll not need this feature, that's useful mainly for testing scripts or specific game conditions. More detailed. Atlantis server engine is simple console application which takes some text files and writes some other files. Usually it collects all files with player orders plus two world files, processes these and then writes reports. Advisor makes this process automatic by placing order and world files into right locations and running engine in proper time. You should read engine help to fing more. To use this feature, do following:
FAQAdvisor doesn't read reports properly, there is many errors on report reading, game seems to be broken (map looks wrong etc).
Would you give me the source code to make this and that, I'll not give it to anyone!
Advisor reads only three last reports, all other seems to be lost
I do not understand what's this scripts about!
Почему нет хелпа на русском?
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