Jump to content
  • Latest updates

  • Newest Posts

    • 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.
    • 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.
    • 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.
    • 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.
    • 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"?
    • 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.
×
×
  • Create New...