Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. 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.
  3. 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.
  4. Okay, correction, I do use women to farm, but I get most food by hunting and trading.
  5. Today
  6. 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.
  7. It will be difficult for you to sell the idea that way. The issue of balance always hinders innovation.
  8. 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
  9. 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.
  10. 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).
  11. Indigo blue of course with the Britons and their woad. This was quite a big deal as blue was hard to make. Persians had it too (from mines). But it was rare at the time.
  12. You can't, only with components iirc. The important line is `ReRegisterComponent` or `ReRegisterComponentType` all the way at the bottom.
  13. Yes but I didn't know I could do that with all js the files.
  14. Ope! didn't see that file yet. So, you pretty much already knew what I said in my other post.
  15. And to do this I must do the same thing I did with ConvertUnitAI.js ?
  16. 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?
  17. Thanks, this is very helpful. Will take a look
  18. I'm going to upload the files when I can, the whole mod to some repository.
  19. 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.
  20. 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.
  21. Yesterday
  22. Yellow Egypt. Brown Iberians Purple: Macedonians and Persians Kush can be Orange Turquoise to Maurya. Green to Celts. Athens baby Blue. Seleucids can be gray or Dark blue. Germans with Magenta.
  23. Another thing I want to work on. But my idea goes with Delenda Est's idea of the mercenary camps. I have also thought about this idea of releasing mercenary units and, in some cases, adapted special units.
  24. It's useful to me, I must check it carefully. For now I need to fix the convert.js component has errors. What I'm not sure about is how to call the engine that generates sound with the action. I'm still researching, there are many actions and there is no uniform way in which the actions are carried out. No action is alike. Healing isn't exactly like conversion. What mean "pushfront"?
  1. Load more activity
×
×
  • Create New...