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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. It's another feature in AoE3 and BFME2. Basically, there are random (or specific, if skirmish) "dens" where some treasure is hid. If a player defeats the guardians (Gaia owned defenders), then they get the treasure. The treasure varied a lot and its value was based on how many / how strong its defenders were. Some examples are: money, special tech (usually not available any other way), special mercenary soldier, tamed wild animal, etc. Nothing game changing, but it can add some variety.
  2. I guess the commands.txt isn't really helpful here since it doesn't record GUI commands. It was an 8 player match, so that may have had something to do with it. I just ran a random map and started clicking things specifically see the new parts of the GUI. It didn't take too long before that appeared, so I'm sure we'll see it again.
  3. 0 A.D. Main log (warnings and errors only) WARNING: JavaScript warning: gui/summary/summary.js line 576 reference to undefined property teams WARNING: JavaScript warning: gui/summary/summary.js line 591 reference to undefined property teams WARNING: JavaScript warning: gui/summary/summary.js line 591 reference to undefined property teams WARNING: JavaScript warning: gui/summary/summary.js line 591 reference to undefined property teams WARNING: JavaScript warning: gui/summary/summary.js line 591 reference to undefined property teams WARNING: JavaScript warning: gui/summary/summary.js line 591 reference to undefined property teams WARNING: JavaScript warning: gui/summary/summary.js line 591 reference to undefined property teams WARNING: JavaScript warning: gui/summary/summary.js line 808 reference to undefined property teams ERROR: JavaScript error: gui/summary/summary.js line 809 Error: Invalid value for setting 'size' init([object Object],(void 0))@gui/summary/summary.js:809 ERROR: GUI page 'page_summary.xml': Failed to call init() function ERROR: CRenderer::EndFrame: GL errors occurred commands.txt
  4. It's a good effort you've put in. Perhaps we'll get them out eventually. Is there any reason we couldn't make one from scratch if we had the same bones with the same names and constraints?
  5. Not sure how I missed this thread. Those sketches are nice. I hope someone does model them.
  6. Oh, didn't know we had two different hoplites... I thought those were just "Spartan" hoplites. lol
  7. They probably are the best infantry citizen-soldier unit. Not sure it's really fair to compare them to champion units.
  8. Very nice trebuchets! Are you making a medieval mod?
  9. I think they go to the player that defeated you. (If you're not fully defeated yet, then neutral? I'm not really sure.)
  10. Once building conversion is implemented, we'll drain loyalty instead of health. (At least that's the plan for structures when the civil center is destroyed; not fully sure about structures actually built outside your territory to begin with.)
  11. Right, but that may very well be removed at some point.
  12. Things are still subject to change. I would guess that we probably won't allow garrisoning in houses at some point, but nothing is final.
  13. To be perfectly honest there were some issues before the fundraiser even finished. We are still trying to use the code he wrote before the big fundraiser (we paid him with funds from previous smaller fundraisers). One issue we had (of a couple) was that he tended to put too many changes in a single patch. His code from that work was all tied up in one massive patch, so extracting anything useful has been a challenge. We cannot just apply the entire patch because it introduces some major regressions. By the end of the fundraiser, both he and we were frustrated, and we both decided it was best for him to take the other job offer he had. We haven't decided how to use the current funds in light of these difficulties. We don't want to end up in a similar situation as before. We should have some news on the fundraiser perks soon.
  14. Sounds good. It'll probably take several releases to get there, but should be the best of both worlds (accuracy and gameplay).
  15. I personally never like it when a program traps my mouse. You can press and drag the middle mouse button to move around in windowed mode.
  16. I get a warning in the game with the word, "there".
  17. OK, fair enough. I just want them to be unique to the point that I can tell which civ they are with just a glance at the building set.
  18. I do agree; wonders should be magnificent and permanent. A funeral pyre, as spectacular as it might be, is just not in the same class as a world wonder.
  19. I don't think we should have too many civs that look alike. If they need to be Greek, then perhaps we should combine them and go back to a generic Greek civ with civ path choices. This is a game, not an exact record of history. I feel we might be somewhat detracting from that goal and leaning too much to the history side (which is still very important) if we have four civs with essentially the same buildings. It might be better to not even feature the Seleucids. If we really want four Greek-style civs, then I think we should plan it a bit better. If all the building sets were used four times like in AoK, we could get away with it. As it stands, I feel we have "watered down" the Greek civilizations in our game compared to the rich uniqueness of our other civs. Just some thoughts. I could be totally off.
  20. You could make a building with a tree graphic for a garrisonable tree. You wouldn't be able to gather wood from it though.
  21. Aww, you found our secret gold stash! We'll have to hide the gold somewhere else now... (That's a very interesting bug.)
  22. Very interesting, thanks for the link. It doesn't seem to be supported on IE or Chrome, so not sure what its longterm prospects are. I guess if it works well, it will be added to other browser engines?
  23. Is there any special syntax for the maps, or is it mostly the same as object["key"] ?
  24. What does this mean? I thought all JavaScript objects could be considered maps?
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