K, found the problem with the idling lumberjacks. The rms script and the map itself are both fine. The issue was with the v1.0c pathing system, where creating a walled and/or sealed map region under certain conditions disables the ability of the game to check whether objects in that specific region are reachable. Since it improperly believed that none of the trees could be reached within the sealed region, the villagers would idle after each internal search for a new target tree. The idling issue continued until the area was unsealed later on.
This issue has now been fixed for UP v1.5. Thank you for the report, Nilpferd!
+1I'd rather play with 1.5 instead of waiting for some 1.4 bugged patrol making a team lose a game.
by the way, this "nomad" version really sucks balls hard.
The fun part about nomad is the randomness, so much variation. Middle lake; big/small, connected to the outside or not. Crossings. Outside water fully around or is the land connected to a side.
But now its fixed and boring
Next time check the map you are playing and it wont happen. :roll:
if there were 4 of me on the team.
What is completely changed in SYNC_Nomad is that players spawn as a team instead of having villagers scattered around the map.
Influenza said:That sounds like pretty good advice, but somehow I think the map has even changed from when it was first released. (we didn't want to play it again after this first time as all the players, SY included, found it that un-fun.)
I remember me and prv_limb went back and forth over this for a really long time on the night before the maps had to be finalised. We were far from totally happy with the end result, but I'd say we just ran out of time to arrive at a more elegant solution before the maps had to be finalised, and so we went with a version of the map that, whilst arguably less interesting, was very competitive.