![]() Of course, linking the triggers to celltriggers and map objects, again, is simpler in graphical view. Unlike in RA, the triggers are pretty much 100% human-readable. Though of course, placing down items and waypoints is also best done in the editor.īut, personally, I've always done scripting in TD manually, without the use of any graphical editor. Note that any part of the ini stuff can be edited manually in the ini file if it's too cumbersome in the editor you technically only need the editor for making the raw map terrain. The only way to get a loaded APC is to reinforce it through scripting. You can not place a loaded APC on the map.Specifically, it determines the top left corner cell of your camera's starting position. The "Home" waypoint determines what area of the map you are looking at when starting the mission.Also, make sure alliances are mutual set the same alliances on the Neutral player, otherwise you get civilians attacking you while you can't attack them. Generally, you'll want to ally Goodguy (GDI) with Neutral (civilians), especially on a GDI mission any civilian losses are counted as your losses when you're GDI. Alliances are an important part of the map settings.You absolutely need to leave that 1-cell border open for missions to work right. If the map dragging is too cumbersome on the editor, you can always just adjust it in the ini file afterwards, as detailed in the ccmanual.txt guide, by editing the X, Y, Width and Height.V19 and ARCO (oil truck at pump) are the only civilian buildings that can be used in all three TD theaters.On the note of desert civilian buildings, v37 is the Westwood Studios building ).All the Desert civilian buildings are missing from your list.For some reason the editor won't let you place v12-v18 as structures, though they do perfectly work in-game, and even have graphics for damaged states."v19 = Civilian Building" - v19 is the oil derrick.It also explains how European expansion and the creation of the first global international system was built on dominance at sea centuries before Europeans’ general military superiority on land. ![]() More generally, a maritime perspective suggests the need for a reappraisal of fundamental conceptual divisions and shows how the capital- and technology-intensive nature of naval war allowed relatively small European powers to be global players. Changes in international norms later restricted the practice of gunboat diplomacy to states, as private navies became illegitimate. European exceptionalism reflected a structural trade deficit, regional systemic dynamics favoring armed trade, and mercantilist beliefs. In contrast, large and small non-Western polities almost never sought to advance mercantile aims through naval coercion. For the majority of the modern era, violence was central to the commercial strategies of European state, private, and hybrid actors alike in the wider world. Comparisons between civilizations and across time show, first, that gunboat diplomacy was peculiarly European and, second, that it evolved through stages. 1500 reflected distinctively maritime dynamics, especially “gunboat diplomacy,” or the use of naval force for commercial gain. The making of the international system from c. ![]()
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