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  3. As long as it's easy to read, that's fine; I don't really care much about the font.
  4. Yesterday
  5. That's an odd error. Are you using R28 or did you build the development version?
  6. I just realised, even better would be for Emperors and Empresses (only) to upgrade to using an Imperial Carriage (which would be kind of slow). Some of its characteristics, taken from Records of the Grand Historian: "I have always been told that only the most distinguished men of the empire are privileged to ride with the Son of Heaven in his six-foot carriage", "Your Majesty proposes to gallop down a steep slope in a carriage drawn by six horses", "He then began to ride about in a carriage with a yellow top, decorated with plumes on the left side, and to call his orders “edicts” in imitation of the Han emperor, all of which was intended to show that he was an equal of the ruler of China".
  7. I didn't pay attention to that part, but for Han Xin an obvious upgrade could be "Marquis of Huaiyin" then. For Emperor Wu you can't really go higher (and strictly, it's a mistake to use that, since that's the posthumous title, but whatever, it would be a headache otherwise), so I guess a mount would be fine, but, although a horse and hunting enthusiast, he probably never rode to battle (maybe Expansionism should be a Global Aura, and Builder a Ranged Aura instead, to keep him more "domestic", in opposition to others like Han Xin). And, although I'm not really focusing on the Han right now (still at least 600 pages to go for the Athenians, as I've said, things I do to myself), an obvious Unique Tech (or even Unique Building?) for the Han should be the Blast Furnace ("The oldest extant blast furnaces were built during the Han Dynasty", whose effectiveness was enhanced by Du Shi in 31 AD using bellows operated by waterwheels, helping mass produce cast iron, which was already known in China, but unknown in Europe until Medieval times). It could speed up Forge techs and soldier recruitment. Since they are "most efficient at a somewhat larger scale of production", maybe some cumulative effect could be considered in case of making it a Unique Building (https://www.scribd.com/document/248548406/2-Iron-Making, https://donwagner.dk/EARFE/EARFE.html).
  8. This is strange, I can't figure out why. As for the code, I can't help you; you can contact the programmers on the forum or @Stan`
  9. Also, please take a look at this log too: ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed GAME STARTED, ALL INIT COMPLETE 08:50:06: Debug: window wxMenuBar@0x5625bf50fdf0 ("menubar") lost focus even though it didn't have it ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/BuildingAI.js line 139 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed GAME STARTED, ALL INIT COMPLETE 08:52:51: Debug: window wxMenuBar@0x5625bf50fdf0 ("menubar") lost focus even though it didn't have it
  10. so deleting those 2 and reinstalling the civs would potentially yield diffeent results?
  11. The Hero naming nomenclature is quite inconsistent. For example, one is "Liu Bang" "Emperor Gaozu", and another is "Emperor", "Wu of Han", when I think that last one should be (considering how the first was written) "Liu Che" "Emperor Wu" (adding "of Han" seems unnecessary given the faction in question). The others, following this nomenclature, would be "Lü Zhi" "Empress Gao", "Han Xin" "God of War" and "Wei Qing" "Grand General" (where I swapped the last one, and I don’t think "God" is a good translation for "Xian"). I'll just check characteristics for the Heroes you asked for. I'm not sure if some things can be done so I give a few extra ideas. As usual, I leave exact values to you. Using "The Early Chinese Empires: Qin and Han" by M. E. Lewis for Emperor Wu: Builder (Global Aura): faster construction ("The last great builder in Chang'an was the fifth ruler, Emperor Wu", "renovated the two existing palaces and filled out the space within the city walls by building three new palaces. He also constructed a massive sacrificial center to the northwest of the capital", "filled it with dozens of new structures, carved out a large artificial lake, and erected statues of the Weaving Maid and Cowherd stars", etc). Despotism (alternative Global Aura): if the Han are more a quantity over quality civ, this would double down on that by penalising somehow all units, in exchange of a metal trickle as a function of civilian population ("The wars of Emperor Wu required taxes that drained the meager resources of the peasants", "Mercantile wealth was taxed at twice the rate of land, so merchants seeking to protect their wealth bought up real estate", "Thus, large numbers of peasants ruined by the government had to sell their land to merchants and officials pushed by the same government into buying them out. The result was social inequities on a vast scale", while "old ruling houses that had formed the Warring States elite. Such families had served as figureheads for many of the rebellions against Qin and had been forcibly resettled in the capital. They were eliminated during the reign of Emperor Wu", "moved these powerful families to the capital region, he forbade their living near one another precisely to avoid this kind of dangerous alliance"). Expansionism (Ranged Aura): attack bonus ("the emperor turned his attention outward", "Decades of peace had given the Chinese time to develop a new style of army based on cavalry and crossbows that could successfully engage the Xiongnu in the field. In 134 b.c. Emperor Wu finally undertook to destroy the Xiongnu through military action"). Cult Reform (Special Technology): healer and Hero buff bonus ("introduced several new cults, most importantly those to the Grand Unity (Tai Yi) and the Empress Earth", "describe Tai Yi as the embodiment of the state of non-differentiation that existed prior to the division of the world into Heaven and Earth, yin and yang"). Market Supply (Economic Bonus needed?): slow barter price depreciation ("Emperor Wu established an "equal-supply system" intended to stabilize prices by buying up products when they were abundant and cheap and then releasing them onto the market in times of scarcity"). Using the "Records of the Grand Historian", translated by B. Watson, for Han Hsin (Han Xin): Intransigence (Global Aura): units much harder or impossible to bribe ("When Hsiang Yi heard that Lung Chi’s army had been defeated, he was fearful and sent Wu She, a man of Hsü-i, to attempt to bargain with Han Hsin, but Han Hsin refused to listen"). Leadership (Ranged Aura): large aura with combat bonus ("in leading an army of a million men, achieving success with every battle and victory with every attack, I cannot come up to Han Hsin"). Bait (alternative Ranged Aura): small aura that makes enemies attack, even when garrisoned and from behind walls ("As Han Hsin had anticipated, the Chao forces finally abandoned their fortifications completely in their eagerness"). Dummies (Special Technology): again quantity over quality, unlocks unit that looks like some normal soldier (for other players at least), but it's way cheaper and weaker ("Han Hsin thereupon planted a dummy army and lined up a number of boats as though he were about to attempt to cross the river"). Reprieve (additional "Hero ability" idea): he disappears and is recruited again if HP drops below a certain value, but after this, the probability he will suddenly die increases with time, or something similar if this is hard to implement ("Lord T’eng was struck by his words and saw that he had a brave appearance, and so he did not execute him but set him free". "When he returned to Lo-yang he pardoned Han Hsin and made him marquis of Huai-yin". "Han Hsin, the marquis of Huai-yin, began to plot a rebellion in the area within the Pass. Empress Lü followed Hsiao Ho’s advice and executed Han Hsin"). Back to "The Early Chinese Empires: Qin and Han": Banishment (possible civ tech, didn't search for these, but there could be ideas in these books): reduce recruitment times, more so if quantity over quality is the idea ("In the centuries following the Qin conquest, the gradual demilitarization of both peasant and urban populations and the delegation of military service to marginal elements of society reversed an earlier trend among the competing states which had extended military service throughout the peasantry. In 31 a.d. universal military service was formally abolished, not to reappear until after the end of the last empire in 1911. In place of a mobilized peasantry, military service was provided by non-Chinese tribesmen, who were particularly skilled in the forms of warfare used at the frontier, and by convicts or other violent elements of the population, who were transported from the interior to the major zones of military action at the outskirts of the empire", "during the last century b.c. the Chinese army began to shift away from peasant levies to an army based on professionals, nomads, and criminals").
  12. Last week
  13. We need ideas for Han Xin and Wu Han. Global Aura, a Ranged Aura, a Special Technology, and an Upgrade (usually to a mount, but sometimes some other kind of upgrade, such as Empress Dowager for Empress Lu).
  14. It honestly sounds like you either had Terra Magna installed or Delenda Est. Delenda Est can be found in release 28's mod download section at least.
  15. Could you take screenshots of the atlas in the "Player" and "Object" tabs? I'm not entirely sure what else could be causing the issue besides the reasons already mentioned.
  16. theres campaign work being implemented so that could be content drop almost as good as a civ.
  17. @EilatAlso, please take a look at this.
  18. @EilatIndeed But it still does nothing
  19. im totally down to help. im frustrATED theres more 0ad im not able 2 play as
  20. Sounds like a mod not running. Did you play with those civs in this version? Check your mod selection page (settings), download/activate them. If there's something missing within the civs it's probably wip; you could help the author(s) by sending feedback and suggestions...
  21. Have you assigned that Civic Center to the AI-controlled player? That building must be designated as belonging to that player. Also, check if you’ve given them any starting resources.
  22. thank you for the wave of feedback. i should have menioned that i have 1000s oh hours of game played, i have seen what i thoguht was evertyhing. so for instance something else im having issues with, i used to be able to have the Xiong, galatians and maybe zapotecs?? therre gone now... but even when i have them as an option, they noly had a few maybe 2 or 3 team bonuses? when i click civilization overview, for multiple civs, they are empty. maybe 5 6 civs. completely empty. tried reinstalling etc. cannot get civs like incas mazyas zapotecs to work. the scythians? i could play with htem, but hey had one team bonus. any inpout on that? itliterally looks as ikif the civs were introduced to the game and not given any features... thsi has to be incorrect ? thanks gain for the feedback, i do really like this game. there some isssues with gameplay the just irritaTE THE BEJESUS out of me but theyre pretyy minor at this point.
  23. Actually, my aim is not to make a match against the bot. I was making a map but when I test it in my game, the AI does nothing for some reasons. Also, Im getting this new errors after updating my fork: ERROR: art/meshes/skeletal/new/m_tunic_long.dae: Exception caught while parsing a COLLADA document from file. ERROR: Could not load mesh 'art/meshes/skeletal/new/m_tunic_long.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/new/m_tunic_long.dae failed to load ERROR: Error loading object variation (actor: art/actors/units/athenians/infantry_archer_c.xml) ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 there is much more below it but I am keeping it this short for the sake of it.
  24. Yeah, we haven't made any moves in that direction this cycle. Maybe next cycle.
  25. Indeed this should not happen, but I also think siege towers should be used for what they were actually used. Then, some other things would need to be changed, like making siege towers extremely slow and expensive.
  26. Yes, I also was thinking this, considering that the snowballing increase and formation depreciation are good arguments against the whole idea. Still, I'm somewhat in favour of it, more as to set in place the mechanism (for mods to tinker with), and because it's good that new players realise there are things going on besides what's obvious in most RTS. I was thinking then that: -All penalties should be minor, and apply only for very low HP (thus present gameplay is not that drastically changed). -Lowering attack speed (or/and damage) first, and later movement speed (something like at 30% and 15% of HP, or whatever makes sense). -That wouldn't "make hunting overly easy", but it has also been proposed to make animals faster (and weaker), which would work hand in hand. -It would indeed work hand in hand with my proposal of "use an area as target", which was intended to be applied also to many other things. -Would make healers more useful and retreats possible (except for those who are too wounded... understandably). -Penalised units should be sent to the back of formations, whose speed should not be affected by them (they should struggle to keep up instead). -In conclusion, things would mostly "behave as expected", except on extreme circumstances, which is useful for some variation in tactics. That issue has the worse consequence of making some things really funky, but I don't think penalising a bit very hurt units is such an over-realistic game-averse concept as many other concept would be.
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