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Itms started following Gitea: Meaning of the Work in Progress milestone
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Gitea: Meaning of the Work in Progress milestone
Itms replied to Obelix's topic in Game Development & Technical Discussion
The Work in Progress is a remnant of the Trac milestone that we had put into place when we used Phabricator in parallel. Currently it's used roughly as Stan describes (including Phabricator differentials that are still lying around) but I agree it's a bit awkward. -
Hi, @Dunedan I have read in discord that you can help with this. In this game the user Haddl has disconnected when i clearly won the game. Can u help me? commands.txt metadata.json
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FriedTurkey joined the community
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Gitea: Meaning of the Work in Progress milestone
Stan` replied to Obelix's topic in Game Development & Technical Discussion
I suppose it's due to the nature of the project and the fact not all worked on features are part of the next release (cause not reviewed) and backlog tickets are supposed to be up for grabs. -
Might someon explain to me the meaning of the gitea milestone Work in Progress, please? I'd understand having a bipolar use ('Backlog' and 'Release <next>'; excluding 'Website / Forum' and a potential milestone for 'Release <the next one>' just before the release of <next>) but not this tripolar one.
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Okay, correction, I do use women to farm, but I get most food by hunting and trading.
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you combined that with the road ability mentioned before, and that can make some different type of scenarios, were controlling a trade route, building the road for it, are key to get the resource and build your wonder for example.
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It will be difficult for you to sell the idea that way. The issue of balance always hinders innovation.
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one element that might be fun would be market routes at the exit of maps. Something that you cannot control, but a point for your merchant, or merchant ship to reach. It is only interesting if the gain in term of resource are important compare to what's available on the map. All the players could send merchant to it all the time, the trick would be to protect the trade route
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I agree with this, but Spartans already have infantry swordsmen (Skiritae) and... Siege ballistae aren't Mercenaries, they're machines that don't have ranks. I don't think you should be able to recruit anything other than Rams from captured Arsenals.
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This is kind of already the case with certain civs/buildings, like the carth mercs. However, I think it should be made consistent unless there's some huge balance issue (like multiple discounts leading to 10 metal mercs).
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Conversion system
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
You can't, only with components iirc. The important line is `ReRegisterComponent` or `ReRegisterComponentType` all the way at the bottom. -
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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
I fixed errors now I have less. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
Yes but I didn't know I could do that with all js the files. -
Conversion system
wowgetoffyourcellphone replied to Classic-Burger's topic in Game Development & Technical Discussion
Ope! didn't see that file yet. So, you pretty much already knew what I said in my other post. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
And to do this I must do the same thing I did with ConvertUnitAI.js ? -
Conversion system
wowgetoffyourcellphone replied to Classic-Burger's topic in Game Development & Technical Discussion
A modding tip or trick: For js files like unit_actions.js, you could just have a file that amends the vanilla file so you don't have to maintain the entire original file. Just name it something like: unit_actions_conversion.js unit_actions_convsys.js unit_actions_amend.js unit_actions_{whatever you want here}.js The file would contain only the sections of code that you change/add. I believe this only works with JS files. @Itms @Stan` anything to add to my description? -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
https://gitlab.com/Classic_burger/conversionsys -
Thanks, this is very helpful. Will take a look
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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
I'm going to upload the files when I can, the whole mod to some repository. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Expecting an element Range, got nothing ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Element Convert failed to validate content ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Expecting an element DefaultStance, got nothing ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: units/kush/support_healer_b:1: Element UnitAI failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'units/kush/support_healer_b' ERROR: JavaScript error: simulation/helpers/InitGame.js line 48 cmpPlayer.SetCheatsEnabled is not a function InitGame@simulation/helpers/InitGame.js:48:13 ERROR: Error in timer on entity 3, IID94, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:522:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 ERROR: Error in timer on entity 4, IID94, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:522:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 ERROR: Error in timer on entity 5, IID94, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:522:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 ERROR: Error in timer on entity 6, IID94, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:522:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 ERROR: JavaScript error: simulation/components/StatisticsTracker.js line 158 deepcopy requires one argument. StatisticsTracker.prototype.GetSequences@simulation/components/StatisticsTracker.js:158:19 GuiInterface.prototype.GetExtendedSimulationState@simulation/components/GuiInterface.js:193:58 GuiInterface.prototype.GetReplayMetadata@simulation/components/GuiInterface.js:212:32 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2131:20 endGame@gui/session/session.js:525:25 onPress@gui/session/message_box/QuitConfirmation.js:26:29 display@gui/session/SessionMessageBox.js:23:35 async*onPress@gui/session/MenuButtons.js:265:22 initButton/button.onPress@gui/session/Menu.js:68:12 ERROR: Error calling component script function ScriptCall ERROR: JavaScript error: simulation/components/StatisticsTracker.js line 158 deepcopy requires one argument. StatisticsTracker.prototype.GetSequences@simulation/components/StatisticsTracker.js:158:19 GuiInterface.prototype.GetExtendedSimulationState@simulation/components/GuiInterface.js:193:58 GuiInterface.prototype.GetReplayMetadata@simulation/components/GuiInterface.js:212:32 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2131:20 endGame@gui/session/session.js:528:9 onPress@gui/session/message_box/QuitConfirmation.js:26:29 display@gui/session/SessionMessageBox.js:23:35 async*onPress@gui/session/MenuButtons.js:265:22 initButton/button.onPress@gui/session/Menu.js:68:12 ERROR: Error calling component script function ScriptCall ERROR: OpenAL error: (null); called from COggData::~COggData (line 76) ERROR: OpenAL error: (null); called from COggData::~COggData (line 80) ERROR: OpenAL error: (null); called from COggData::~COggData (line 76) ERROR: OpenAL error: (null); called from COggData::~COggData (line 80) ERROR: OpenAL error: (null); called from COggData::~COggData (line 76) ERROR: OpenAL error: (null); called from COggData::~COggData (line 80) ERROR: OpenAL error: (null); called from COggData::~COggData (line 76) ERROR: OpenAL error: (null); called from COggData::~COggData (line 80) I don't have qny idea what's wrong. -
Conversion system
real_tabasco_sauce replied to Classic-Burger's topic in Game Development & Technical Discussion
That’s a parameter controlling whether or not the order should be pushed to the front of the order queue. Basically the unit will do your bidding and then return whatever it was already tasked with. in my case, pushing orders to the front is handled by a function in BuildingAI.js. - Yesterday
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