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Showing content with the highest reputation on 2017-05-19 in all areas

  1. i have been looking for free 3D models to try to make it look a bit better and i have found some axes and shields but the most important one i found a longboat wich is realy great and i have adapted it to the size of 0 ad and now its looks good but i have no idea how to make it have oars and how to animate them, and i have included a sail deployed when its moving. here i leave a size comparation image of the ship.
    2 points
  2. @Pyrophorus For the Capture thing, it should be fixed sooner or later. If you really want do it, you have to see that in your mod, something like (provided without warranty) should do the job: Index: binaries/data/mods/public/simulation/components/UnitAI.js =================================================================== --- binaries/data/mods/public/simulation/components/UnitAI.js (révision 19609) +++ binaries/data/mods/public/simulation/components/UnitAI.js (copie de travail) @@ -2013,7 +2013,7 @@ // BuildingAI has it's own attack-routine var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI); - if (!cmpBuildingAI) + if (!cmpBuildingAI || this.order.data.attackType != "Ranged") { let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); cmpAttack.PerformAttack(this.order.data.attackType, target); For the second thing, what do you mean by specs? For the documentation, You will find many things here https://trac.wildfiregames.com/wiki, for example https://trac.wildfiregames.com/wiki/Aura_Templates https://trac.wildfiregames.com/wiki/Technology_Templates https://trac.wildfiregames.com/wiki/Mod_Layout are relevant page. The xml entries documentation is currently not online but I attached it as an html page. entity-docs.html
    2 points
  3. Hi everyone, New to the game, I created a new civilization to explore all the technologies, units and so on. The way one can modify the game even in details is really impressive and really easy. Thumbs up !!! Just a little thing: it would be nice to have a DTD for units/structures xml files, mainly to offer the many options the various tags have. For instance, the <passability_class> have "large" and "default" possible values, but you have to scan many files to discover that (and maybe there is another value I missed ! :-)). Now with my questions: I tried to give a <Capture> attack to siege tower (inheriting from template_unit_mechanical_siege_tower). In the game, the siege tower has the "capture" cursor, and clicking a building make the tower move and stop at the "MaxRange" distance, but then, no capture happens. The tower keep shooting arrows and the capture bar of the building don't change. Is it normal or I missed something ? When loading a saved game, at least some specs of the units are updated from the description files (if changed meanwhile), but structures specs are not. Is this correct ? Thanks in advance for the replies... Friendly,
    1 point
  4. Changing templates and loading save games might work, but I would recommend against doing that for proper testing. Same as hotloading is fine for figuring out if something fixes a bug, but could break unrelated things in various ways. Stats for entities present in a saved game state should still be the same after loading, so newly trained units will have the new values while everything the existed before that point will still have the old values. Same as for hotloading (exept that there you might run into some things being cached and not being invalidated when hotloading).
    1 point
  5. The problem you're having is with code added for D92 (which was literally just committed yesterday evening), that evidently wasn't tested fully. So, y'know, patch.
    1 point
  6. Got any quick reference for this variation? My focus at the moment is animations and new horses (I need them for cavalry unit animations) but a simple longer tunic variation should be easy enough. Would the length on his right leg be enough? I could modify this variation to go all the way to the other leg as a tunic.
    1 point
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