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I'm not there yet. Clean my code from another file, how? The interesting log. ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: RelaxNGValidator: Failed to compile schema ERROR: JavaScript error: simulation/helpers/Player.js line 36 cmpPlayerManager is null LoadPlayerSettings@simulation/helpers/Player.js:36:19 Stan said: Your template is expecting a choice tag And not finding it <optional> </optional> <optional>{youroptionalelement}</optional> Basically it's useful if you want to add non default behaviours e.g for instance you might say that conversion rate is always 1, and someone might want to override it, but you don''t want to write ConversionRate in all templates. You probably don't need NonConvertibleClasses if you have a whitelist with ConvertibleClasses. That's what Stan said. <Convert> <MaxFaith>100</MaxFaith> <CurrentFaith>100</CurrentFaith> <FaithRegenRate>1</FaithRegenRate> <ConversionCost>50</ConversionCost> <CooldownTime>5000</CooldownTime> <ChancePerSecond>0.05</ChancePerSecond> <Range>20</Range> <ConvertibleClasses>Infantry Cavalry Support</ConvertibleClasses> <NonConvertibleClasses>Hero Mechanical Siege Structure Ship</NonConvertibleClasses> </Convert> Healer XML. Convert tag. I will upload the files when I can.
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mod New Training System (Proposed for A28)
guerringuerrin replied to guerringuerrin's topic in Game Modification
New Update. v0.2 -GUI now shows the correct number of units that can be trained according to the available barracks - Today
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Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
What are the issues? What does the log say? Also you are defining cmpPlayer twice in CanConvert. At the bottom half of Helpers/Player.js there are some functions that might help clean up your code a bit. -
Denisheawn joined the community
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instaproapkdownload joined the community
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BUG - Game incredibly slow/freeze at start because because of 1 player.
ffm2 replied to Atrik's topic in Help & Feedback
could you upload this (replay) file please? Edit: I meant the save game -
Ritanal joined the community
- Yesterday
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For now it is like this, not all factions will be like this.
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The new Civilian unit is just one unit with two actors randomly assigned at creation, male and female. It makes no sense and it's impossible to apply different gather rates to different actors that are sharing one unit template. You need two templates for that.
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For now it will be cosmetic.
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The genders are purely cosmetic, there will be no difference in gameplay. Only difference is that you will no longer have 5 dudes and 50 gals while booming
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It's going to be fun. Now we have to specialize both.
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The capture system needs to be improved first, as it hasn't received many changes since A16. There should be a cooldown and an assimilation process. The Dacians learned a little about making siege machinery from the Romans.
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Yes, mountains and rivers are the best natural obstacles for walling.
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FYI: 3592814aa8 has been committed yesterday at 08:23 UTC.
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I usually (if possible) use mountain ranges as walls, and just wall of the gaps. Same goes for plateaus and oceans. With a bunch of sentry towers behind the walls. I can shoot attackers to pieces while they try to break through. Then, by the time they do, I’ve moved all available soldiers to where they are.
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In this way, certain buildings become more valuable and players will be forced to protect them even more, adopting the strategy of destroying them themselves to prevent their enemy from capturing them.
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There were civs in ancient time that like Mongols , who kidnapped engineers to build siege engines.
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LunaDrivingSchool changed their profile photo
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LunaDrivingSchool joined the community
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Hi @Seleucids I installed Linux MINT and I cant find the way to install the mod. When I download the file, I cant see a pyromod file to start. And I don't find the mods folder at /.local/share as it was mention on the video. Can you help me out ? EDIT : I understood how to use Pyromod ! It was the folder itself to open with 0ad! Its okay now
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- hotkeys
- autoassign civ
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Gitea: Meaning of the Work in Progress milestone
Obelix replied to Obelix's topic in Game Development & Technical Discussion
Thank you both! -
AoE I Classic(RoR and Gold Edition) stuff
Deicide4u replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Disclaimer: I don't have nostalgia playing this game. I've played only AoE2 and Age of Mythology. I've played a Random Map game today and had a lot of fun. Rise of Rome with UPatch is still fun experience. -
@Classic-Burger every civilian worker needs to belong to some civilization. Even if the owner is Gaia. The PR is fine.
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There should be a single definition for when it is not part of a civ, i.e. neutral.
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