Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. 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.
  3. 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).
  4. 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.
  5. Today
  6. You can't, only with components iirc. The important line is `ReRegisterComponent` or `ReRegisterComponentType` all the way at the bottom.
  7. Yes but I didn't know I could do that with all js the files.
  8. Ope! didn't see that file yet. So, you pretty much already knew what I said in my other post.
  9. And to do this I must do the same thing I did with ConvertUnitAI.js ?
  10. 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?
  11. Thanks, this is very helpful. Will take a look
  12. I'm going to upload the files when I can, the whole mod to some repository.
  13. 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.
  14. 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.
  15. Yesterday
  16. 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.
  17. 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.
  18. 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"?
  19. I had an idea that you might like: If you capture an enemy militar building, you can recruit units of that civilization as mercenary units paying with metal and you can recruit only mitilar units that your faction don“t have as mercenaries. For example, if you are using Spartans faction and you capture a iberian barrack from your enemy, you can recruit iberian swordmen from that barrack for maybe... 100 metal. . If you capture a enemy workshop from Romans, then you can recruit a balista as mercenary units for maybe... 300 metal.
  20. Red - Romans and Spartans light blue - Athenians and Ptolemies Blue - Britans and Seleucids Green - Gauls and Hans Yellow - Iberians and Kush Purple - Persians, Maurians and Macedonians
  21. Purple Persians look stylish. Red Spartans and Romans, as you've said. Blue Macedonians and Athenians. Pink Mauri. Dark Brown Seleucids. Yellow Ptolomies.
  22. Like, I think a lot of people associate the bright red player color with Romans or Spartans, as 2 great examples. I associate the baby blue color with the Athenians. One of the Green colors with Gauls. Thinking magenta or maroon with Persians. DE / Vanilla
  23. @Classic-Burger if it helps, I did some things with unit_actions.js here, including adding a cursor and sound queue. https://gitea.wildfiregames.com/0ad/0ad/pulls/7298/files
  24. You'll need one for the game if this is implemented. It's free but not for commercial use.
  25. Most of what you want to do is fairly simple (when understanding the structuring) in terms of modding and just requires you to make new templates and have entities be replaced on death by your new template. for example, - if a cav dies make it spawn a gaia horse - making a new gaia horse template and giving it the capturable component might work - if a structure is destroyed make it spawn an custom entity which holds treasure components so it can be gathered. - i think Wow has got quarries in his Delenda Est mod or something similar so you might take a peek there templates are merged with their parents but children have priority when altering the same components. For example If a child states it has 500 capture points and it's parent has 5000, the capture points will be 500 when they are merged.
  1. Load more activity
×
×
  • Create New...