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Angen

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Everything posted by Angen

  1. Sorry, I just got the logic of req = false, it means civ cannot research it. Oh man so confusing wft.
  2. Well, you inherit them from template_structure_civic_house ( I do not check for civ requirements, maybe I should ) so they are there because can be researched from that building. But I try to fix it. @wowgetoffyourcellphone but looks like ushites/unlock_citizens_house does not have requirements. kushites/unlock_citizens_house : ({name:{generic:"Civic Festival", internal:"kushites/unlock_citizens_house"}, icon:"technologies/wives_festival_nubian.png", description:"A festival attended by women-only, to celebrate female fertility. For example, the Thesmophoria was a festival held in Greek cities, in honor of the goddess Demeter and her daughter Persephone. The name derives from thesmoi, or laws by which men must work the land. The Thesmophoria were the most widespread festivals and the main expression of the cult of Demeter, aside from the Eleusinian Mysteries. The Thesmophoria commemorated the third of the year when Demeter abstained from her role of goddess of the harvest and growth; spending the harsh summer months of Greece, when vegetation dies and lacks rain, in mourning for her daughter who was in the realm of the Underworld. Their distinctive feature was the sacrifice of pigs. Whereas Bona Dea (or The Good Goddess) was a divinity in ancient Roman religion. She was associated with chastity and fertility in women, healing, and the protection of the Roman state and people. Her rites allowed women the use of strong wine and blood-sacrifice, things otherwise forbidden them by Roman tradition. Men were barred from her mysteries and the possession of her true name. The goddess had two annual festivals. One was held at her Aventine temple and the other was hosted by the wife of Rome's senior annual magistrate, for an invited group of elite matrons and female attendants.", reqs:false, modifications:(void 0), affects:(void 0), replaces:(void 0), cost:{time:60, food:300, wood:0, stone:0, metal:0, glory:200}, tooltip:"Unlock the ability to train Citizens from houses.", requirementsTooltip:"Requires 4 houses to be built.", supersedes:(void 0)})
  3. I am releasing Technology Tree. Anyone who wants can integrate it to his mod, or use this mod as dependency if files are not conflicting. Compatible with all mods not changing gui/reference/common/load, helper and mainmenu.xml. (should be all mods which are out, not sure about fgod) With DE works if this mod is the last one, but you loose something from mainmenu (not sure what). You can explore all technology trees, which are researched from structures. If you select technology, which is paired, the second choice will be displayed on the right. Supersedes are considered as requirements. Phase is set as minimum from all buildings that can research it and then max from needed technologies and phase given by buildings. By clicking on structure, the row with starting technologies (they have no requirement which is from this building) is refreshed based on that structure. You can choose any technology by clicking on it. You move in tree by clicking on requirements, paired technologies or unlocks. If some unit has some technology as requirement, it will be displayed under that technology ( you can click on that unit to open traditional viewer). techTree35icon.zip techTree.zip
  4. He was last seen January 4th so this does not help to get his attention
  5. Hello @Silvestres, check this side to find replays https://trac.wildfiregames.com/wiki/GameDataPaths To post them, juat attach to your post. Have a nice day
  6. Hello, Could you please locate game replays and post these 2 relevant replays https://trac.wildfiregames.com/wiki/GameDataPaths as proof? @Hannibal_Barca
  7. Small simple mod which enables stables as living space for animals. So now you cannot just build one stables and spam cavalry, at the start you have 5 free place for horses and every Stable adds space for 10 more. Limited units to buildings: cavalry and elephants @nani Life space.zip
  8. You first need to download the mod and then activate it in game. Take a look here: https://trac.wildfiregames.com/wiki/Modding_Guide
  9. Directional attack damage does not need battalions strictly. This mod has it https://0ad.mod.io/balancing-mod.
  10. Change spread in templates of range units and you will have no clue where arrow will land Detecting missile collision on fly is a bit harder to implement but there have been some discussion about it so maybe in some future. But I do not remember who was the one talking about it.
  11. 8. Not undermine the intended gameplay or purposefully gain unfair advantages in multiplayer matches (for example cheating, using exploits or bugs). I think dancing on purpose is in categories of bugs, exploits which gives advantage to player, so no. Moving units from left to right constantly just to avoid arrow hits is cheating. Running your troops at some path or even changing their direction is fine but there has to be significant distance between that change. No one would move two steps left, right, forward, back just to avoid every arrow. Maybe one soldier to dodge one arrow but not group of soldiers to avoid tens of arrows. They had shields for that.
  12. Hello again @Jedsua1715 and @Mikaroslav. If you are still following this and are willing to help with small test , you might be interested in this thread
  13. Hey everyone. If you have or had problems to start a match in fullscreen mode which is mainly solved by disabling postprocessing in game graphic options or disabling glsl and you are using windows, I compiled patched version with D1495 which is meant for alt-tab problem while game is loading, but could be possibly related in case game window looses focus in fullscreen from some reason. I would like to ask you if you could test if this patch solves problem for you and let me know here in forum. First you would need to make a copy of your existing pyrogenesis.exe file which is in binaries/system and then replace it with the new one. Do not forget to have glsl and postprocessing on before testing pyrogenesis.zip
  14. Hi, does it stay this way all the time? As it might be just not loaded text into memory at first start.
  15. Angen

    solved

    You live together right ? So you have the same internet connection and there is no way moderators know that you are 2 persons instead of one having multiple accounts. And I do not think rules allows you to use accounts of another persons as well.
  16. @Exodarion thanks that worked perfectly. I see my mistake now. Proxy is for calling functions from AI not catching events @(-_-) not sure yet
  17. Hey everyone, I have problem with events and AI. In TechnologyManager is // always send research finished message Engine.PostMessage(this.entity, MT_ResearchFinished, {"player": playerID, "tech": tech}); I have added this into AIProxy AIProxy.prototype.OnResearchFinished = function(msg) { this.cmpAIInterface.PushEvent("ResearchFinished", msg); } In AIInterface I have this line "TrainingFinished", "ResearchFinished", "AIMetadata", And in AI I am waiting for this event for (let evt of events.ResearchFinished) { warn("RESEARCH " + evt.tech + " FINISHED"); } which never happens
  18. @Glestul you are free to download development version and play it. However I do not think there have been significant changes to stats if any since a23b release. So I am not sure what you are trying to say. Sure if there are changes they will be first in dev version and after that in release. I do not know what is wrong with that. And I do not know how would you test any change in game if not by playing the game? So yes, devs play game with different stats and features. And sometimes they have to play the same map over and over again just to balance it or at least to make sure some player is not overpowered by position.
  19. I have been refering to this: Also go to settings and enable detailed tooltip Then you can just hold mouse over unit icon before training it
  20. Hi @Danijel, just right click on the unit icon. Or click on the shield on middle top and there you can hover over every unit your civilisation can produce and see stats.
  21. Actually I think this would be weird for elephant to be able to build and if unit cannot actually build structures, it should not have ability to place one. (just my opinion)
  22. Does not have to be case if they were based on the same reference Was not reason for free houses because they are build using clay or something like that?
  23. Just small mental update what is going on last days I am messing with AI and I am trying to implement different things. Things pretty ready: AI moves batalion as group of units (no more long line of walking units). Things done but needs more tweaks: Resources are not marked as available if height difference in position of resource and dropsite is big. (that helps units to not choose as first resources which are close but because of cliff, they would go way around) After near resources are depleted AI should build new dropsite closer. AI builds farmsteads near fruit bushes to collect them faster. What I need to fix: AI tends to build a lot of dropsites really close ( no clue why ). What I need to do before kind of ready: I need to rewrite attackplan update function to react with batalions and not single units. And more important to do the same for defence. So there is a long way before me @Diatryma thank you for respond, I ll try to think about something more practical.
  24. dont feel stupid, you could not know that glsl is a problem
  25. hi @Mikaroslav, could you please locate and attach files mentioned by vladislav in post above yours? They would help a lot Also you could try to disable graphic options in settings, mainly GLSL and postprocessing and let us know if it helps as these errors tends to be connected to specific graphic cards mainly intel one. Have a nice day
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