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chaosislife

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Everything posted by chaosislife

  1. Tried it, got errors, and the unit couldn't be built. On another note, I'm apparently just a forest model away from having a wood farm. Just setting the field's resource type to wood.tree was enough to make them use axes on it.
  2. I've been digging around in the xmls and i've figured out how to make my tower o' doom prefer to fire at infantry, cavalry, and siege. The problem I've got now is that I can not find a way to tell it to never ever ever fire on support, buildings and walls. Any ideas?
  3. That's just not funny, here I am expecting a nice lil story involving EFF and another wonderful example of "big business is big retards" and instead i get April fools. Evil.
  4. If you use outposts modded to hold a few more units then you could use the outposts as weak defense towers. Put them behind a wall or palisade in territories you're in the process of taking or only intend to hold temporarily. They're cheap and useful even if you leave them at a garrison cap of 1. Another strategy is to use wall towers, build a stretch of wall from the point you want a tower at to anywhere else, then destroy the extra wall piece and tower. If you need the wall tower in neutral territory you might be able to use an outpost to take that bit of territory, but I've been playing with modded outposts so long i don't remember if they can be built in neutral territory in vanilla. Again, if it's possible, outposts are cheap and easy to build.
  5. When I build a gate with a tower of any sort near it, be it wall tower or defense tower, If the tower is manned the gate will permanently hold itself open like it does for a unit standing near. It will only close if I lock the gate, and will immediately reopen once unlocked. Almost makes having a gate pointless.
  6. Ok aside from new unrelated bugs it all works fine now. As to the slaves I just decided to drop them since they were buggy to begin with. I now use a version of the toxotes that's modded to have a melee attack as well as the ranged. They no longer "hunt" chickens.
  7. On new game I'm getting the following errors : ERROR: GUI page 'page_session.xml': Failed to call init() function ERROR: JavaScript error: gui/common/music.js line 155 TypeError: Engine.StartPlaylist is not a function ([object Array],3,true)@gui/common/music.js:155 ()@gui/common/music.js:90 (2)@gui/common/music.js:70 init([object Object],(void 0))@gui/session/session.js:144 reallyStartGame()@gui/loading/loading.js:111 ERROR: JavaScript error: gui/common/music.js line 155 TypeError: Engine.StartPlaylist is not a function ([object Array],2,true)@gui/common/music.js:155 ()@gui/common/music.js:102 (5)@gui/common/music.js:70 leaveGame()@gui/session/session.js:219 ([object Object])@Some XML file:55 The title music then continues to play, I can't rotate the map, and one of my cheaty lil mod units that's based on the slave unit throws the following error and won't display on the build screen. ERROR: CXeromyces: Parse error: units/chaos_support_slave:1: Expecting an element VisibleInAtlasOnly, got nothing ERROR: CXeromyces: Parse error: units/chaos_support_slave:1: Invalid sequence in interleave ERROR: CXeromyces: Parse error: units/chaos_support_slave:1: Element VisualActor failed to validate content ERROR: RelaxNGValidator: Validation failed ERROR: Failed to validate entity template 'units/chaos_support_slave' did the slave base get deleted? cuz I can just use something else for that. I just liked having a male gatherer. Actually, if you could make something that resembles the AoM militia unit I'd that's capable of gathering and chucking their spears I'd LOVE YOU.
  8. windows 7 64, and it's not if I tap, tap, tap....it's if I taptap.....like double clicking the mouse button. There no error message, it just goes right to desktop.
  9. I've been getting a full CTD with no error screen consistently if I double tap the pause button when I'm in a hurry to answer the phone or something. Just figured I'd point it out. Oh I'm on the SVN btw.
  10. Sounds like turtle for the win to me, concentrate on defense and let them waste their men trying to get past your towers. To make it more of a pain for them encase your towers in walls. You can build said walls so they have a spot for a long wall piece to convert into a gate so you can reman and repair your walls and towers, you can also just hide a few troops of archers or spear throwers in there. Take note of where the enemy attacks from most of the time, don't block it off, just set up kill zones to either side.
  11. Wonderfully, it's doing neither, odd. Edit: found em, I'll attach it. mainlog.html
  12. The first one is that I can't get the Iberian special walls to load properly or sometimes at all on any of the random maps I've tried. Cantabrian Highlands for instance won't place any of the wall pieces and throws errors at me about them and the deep forest map loads everything but the wall towers which it throws errors about. The second issue is that I can't build anything at all because the builder icons are completely gone, it throws a wall of errors at me on load that I assume are related to it. I forget where the file that lists all the errors is.....
  13. eh.....I just wait for the auto-builds. I haven't got the first clue how to compile it. Edit: and apparently the auto-build has occured now that I updated. I'll give it another shot.
  14. Correction, they DID work. Now when I load up the fortress map I get a mess of errors about the gate, the gates themselves disappear for everyone, and the upgrade buttons on wall pieces are gone. Hence my popping over here today. Edit: Gave it another try on the continent map playing as Iberian, I got the upgrade button to show, but a bunch of errors when I tried to change the wall piece to a gate.
  15. Well darn, i was hoping I'd actually be saying something useful.
  16. Actually, if my code is correct you can set DefaultArrowCount to 0 by simply not declaring a DefaultArrowCount. In other words change ex: <BuildingAI> <DefaultArrowCount>1</DefaultArrowCount> <GarrisonArrowMultiplier>0.5</GarrisonArrowMultiplier> </BuildingAI> to <BuildingAI> <GarrisonArrowMultiplier>0.5</GarrisonArrowMultiplier> </BuildingAI>
  17. I used to have their garrisons limited to one unit per outpost they didn't look to fire when not garrisoned then either. Are ou seeing them fire without being garrisoned using that setup?
  18. Well that's good, there are far too many units for the Celts right now, it's clear someone really liked the Celts. Suppose I'll be playing Gallic mostly.
  19. it's very odd, thats the exact same type of setup I have for my town centers and I don't get errors, but when I apply it to forts i get errors with the game not recognizing the template or something, causing the build buttons for the forts to not show up. It also causes other civs to get build buttons for building that they just shouldn't have. Are you asking if it can be set up to not allow other buildings to be built in the fortresses territory radius? It could be done, but you'd have to edit the parent templates for every other building in the game to do it.
  20. Ah ok, thats just what I'd originally heard. Is it just going to be limited to one fortress for the entire map? That could suck a bit......since I use the round celt fort as a super tower. Since they've got the two forts could the limit be higher for that one? Also as to the fort limiting idea I had up there, there may be some issues with it, I just got some very strange errors involving the forts being completely unbuildable that I have to figure out was due to the code I put in or a bug somewhere else......since it also gave my celt enemy the ability to build my persian buildings from their celt unit, I'm kinda wondering how it could be my addition.
  21. That's what I was saying. In that outpost setup the outposts should only attack when they're garrisoned, when they're empty they just stand there as near as I can tell. mind you that setup also changes their territory bonus a bit so it's more in line with the units LOS and range which I reason would determine how much territory it can control.
  22. Idk, my outposts don't seem to attack unless they're garrisoned, but this could be due to something that was changed after you wrote that. If thats not the case the code for my outposts is : <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_civic"> <Armour> <Hack>5.0</Hack> <Pierce>5.0</Pierce> <Crush>5.0</Crush> </Armour> <Attack> <Ranged> <Hack>0.0</Hack> <Pierce>25.0</Pierce> <Crush>0.0</Crush> <MaxRange>55.0</MaxRange> <MinRange>13.0</MinRange> <ProjectileSpeed>75.0</ProjectileSpeed> <PrepareTime>1200</PrepareTime> <RepeatTime>2000</RepeatTime> <Spread>1.5</Spread> </Ranged> </Attack> <BuildingAI> <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier> </BuildingAI> <BuildRestrictions> <Territory>own neutral</Territory> <Category>House</Category> </BuildRestrictions> <Cost> <BuildTime>40</BuildTime> <Resources> <wood>80</wood> <stone>0</stone> </Resources> </Cost> <Footprint> <Square width="9.0" depth="9.0"/> <Height>15.0</Height> </Footprint> <GarrisonHolder> <Max>3</Max> <EjectHealth>0.1</EjectHealth> <List datatype="tokens">Support Infantry</List> <BuffHeal>0</BuffHeal> <LoadingRange>2</LoadingRange> </GarrisonHolder> <Health> <Max>800</Max> </Health> <Identity> <GenericName>Outpost</GenericName> <Tooltip>Build in neutral and friendly territories to scout areas of the map. Slowly loses health while in neutral territory.</Tooltip> <Classes datatype="tokens">Village Defensive -ConquestCritical</Classes> <Icon>structures/outpost.png</Icon> </Identity> <Loot> <xp>100</xp> <food>0</food> <wood>8</wood> <stone>0</stone> <metal>0</metal> </Loot> <Obstruction> <Static width="6.5" depth="6.5"/> </Obstruction> <Sound> <SoundGroups> <select>interface/select/building/sel_tower.xml</select> <constructed>interface/complete/building/complete_tower.xml</constructed> <death>attack/destruction/building_collapse_large.xml</death> </SoundGroups> </Sound> <StatusBars> <BarWidth>6.0</BarWidth> <BarHeight>0.6</BarHeight> <HeightOffset>18.0</HeightOffset> </StatusBars> <TerritoryDecay> <HealthDecayRate>1</HealthDecayRate> </TerritoryDecay> <Vision> <Range>80</Range> </Vision> <TerritoryInfluence> <Root>true</Root> <Radius>60</Radius> <Weight>65536</Weight> </TerritoryInfluence> <VisualActor> <Actor>props/special/palisade_rocks_outpost.xml</Actor> <FoundationActor>structures/fndn_2x2.xml</FoundationActor> </VisualActor> </Entity>
  23. As to the forts, part of the plan is to eventually limit a player to just one per territory. For now however I just mod the template_structure_military_fortress.xml and set the build restrictions up as : <BuildRestrictions> <Category>Fortress</Category> <Distance> <FromCategory>Fortress</FromCategory> <MinDistance>90</MinDistance> </Distance> </BuildRestrictions> this should have the effect of making them space out their forts. You could also try : <BuildRestrictions> <Category>Fortress</Category> <Distance> <FromCategory>Fortress</FromCategory> <FromCategory>CivilCentre</FromCategory> <MinDistance>130</MinDistance> </Distance> </BuildRestrictions> or something similar to try to limit them to one fort per territory right now. However, with the AI's there's a strong chance that they just won't build them at all with this setup.
  24. On the gates, when setting up a connection between two tower points, could it be set up to favor S>T>M/L>T>S as opposed to what I usually get which is something like M/L>T>M/L? This would make it easier to set up nicely placed gates where we actually want them. Presently I'm just trying to create my mandatory openings right in the center of paths instead of to either side of the path. @Lion Actually we have gates now, they're just not very gatey. More like a gate shaped wall.
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