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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. Lots of folders with commands.txt. I first noticed the issue when I got "WARNING: Replay file not found!" from clicking the replay button at the end of a match. I then checked the replays menu and got an actual error instead of a warning. I moved all the replays out of the replays folder and generated a new one. (Verified it was created.) I still get the warning but not the error. the Replay shows in the menu but throws a major error (C++) when attempting to run it and it crashes and hangs the entire program... Is no one else able to reproduce this? If not, perhaps something is just corrupt? [EDIT] Seems to only show one replay - the first one created. If I delete it, I can make a new one, but it will only show that one. Attempting to run it crashes the game. I'm going to try cleaning workspaces and clean the build. I usually just run update workspaces and then build. [EDIT 2] Looks like cleaning workspaces fixed it. That was really weird.
  2. Happens as soon as I open the replays menu. The replays list is empty. I'm using the current version of the GIT repo.
  3. Cannot get replays to run. ERROR: JavaScript error: gui/replaymenu/replay_menu.js line 185 TypeError: pData is null sanitizeGameAttributes/<@gui/replaymenu/replay_menu.js:185:7 sanitizeGameAttributes@gui/replaymenu/replay_menu.js:184:2 loadReplays@gui/replaymenu/replay_menu.js:97:3 init@gui/replaymenu/replay_menu.js:62:2 __eventhandler20 (press)@submenuReplayButton press:1:7 ERROR: GUI page 'page_replaymenu.xml': Failed to call init() function
  4. Right, but you can only have a single batch size and it's not that convenient to edit. I think the computer player has more freedom with batches.
  5. I believe all the AI difficulties see the entire map as I don't think AI scouting has been implemented yet. Also, pretty sure that the very hardest difficulty does get bonus resources. The AI tends to train smaller batch sizes (groups of 3, etc.) that the player cannot generally train. Beyond that, I'm not aware of additional advantages (although there might be some). I don't think that using the cheat codes has any affect on the AI.
  6. interestinglog.html 0 A.D. (0.0.22) Main log (warnings and errors only) ERROR: JavaScript error: simulation/ai/common-api/shared.js line 438 TypeError: ent is undefined m.SharedScript.prototype.setMetadata@simulation/ai/common-api/shared.js:438:6 m.SharedScript.prototype.ApplyEntitiesDelta@simulation/ai/common-api/shared.js:299:5 m.SharedScript.prototype.onUpdate@simulation/ai/common-api/shared.js:234:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 mainlog.html ERROR: JavaScript error: simulation/ai/common-api/shared.js line 438 TypeError: ent is undefined m.SharedScript.prototype.setMetadata@simulation/ai/common-api/shared.js:438:6 m.SharedScript.prototype.ApplyEntitiesDelta@simulation/ai/common-api/shared.js:299:5 m.SharedScript.prototype.onUpdate@simulation/ai/common-api/shared.js:234:2 Saved game to '/home/brian/.local/share/0ad/saves/savegame-0341.0adsave' ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/worker.js line 152 TypeError: supply.resourceSupplyType(...) is undefined m.Worker.prototype.update@simulation/ai/petra/worker.js:152:6 m.BaseManager.prototype.update@simulation/ai/petra/baseManager.js:1036:3 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2280:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 Attached Files: commands.txt metadata.json
  7. I think there are some pathfinding improvements coming reasonably soon, although I'm not sure exactly when they'll be added.
  8. I don't think LoD has been implemented, at least not for models. I know there are mipmap levels in some of the .dds textures files. The .dds files are generated when needed, so you can just use .png for your textures. I don't know if the cached, generated .dds files utilize mipmap levels or not though. That would be something to check.
  9. At least he doesn't have a bush for a head. (Years ago in order to test resource shuffling, Philip (Ykkrosh) replaced a unit's head with the various resource props when they were carrying resources.)
  10. I think a lot of those features would be fun. One simple thing that I think could be very nice is a better way to manage large selections as that's rather messy right now. Age of Empires 3 had a feature to command all your military units on the map to rally at a particular spot. The button was located near the minimap. This is a very useful feature because the max selection size means that unit selections will ignore units after the max size has been reached making it very painful to move large groups of units. I don't think there is any limit. This should already be working. None that I'm aware of. This is a feature I've been wanting for a long time although I only have BFME 1 and 2 to compare too since I haven't played the total war series. I think this is up to date: https://trac.wildfiregames.com/wiki/AnimationExportTutorial
  11. That is a feature I actually would use. Would be awesome to not know how big a map was or how many players there were. Obviously, for the player count you would know that it was greater than or equal to the number of human players, but you wouldn't know if there were going to be some AI players sneaking about. I hope this gets implemented someday.
  12. Would it be possible to simulate faster than 20x for the nonvisual if the processor can handle it?
  13. I thought I'd ask some questions related to the non-visual autostart. Is there a way to adjust the speed to be faster than 20x? I was thinking it could be useful as an auto-resolve for a campaign mode idea I had. Will the full JSON summary file output be added later? (The current summary output seems to be lacking details compared to the regular summary JSON file.)
  14. I think it should be possible to capture walls when they are no longer in a player's territory.
  15. But the obstruction size is determined by footprint, right? I didn't think that was affected by the passibility class.
  16. The issue with a footprint increase is that it might make the unit get stuck. It's not as difficult as a building footprint increase though.
  17. How would the footprint increase be handled?
  18. Would really like number 3 as well. It doesn't have to replace anything, could just be an addition.
  19. I think seasons would work better in a freeform campaign mode. The seasons would change based on the number of turns on the campaign map and the skirmishes would reflect the current season when loaded, but the season would not change within a skirmish battle.
  20. I think the key feature I liked most from the battalion system is the ability treat the battalion as a super unit. This means selecting a group of units by a single left click and having a visible way to distinguish groups without having to actually select the group. This was accomplished by having the selection ring continuously change shape. Essentially, the outer edges of the individual selection rings would be connected together and all the inner portions of the selection rings would not be rendered. Banner units were also used to make the battalions stand out for easy selection and targeting. It's fine if the group can be disbanded to individual units for those that want that.
  21. There are valid arguments against battalions, but I wouldn't use bugs in other games that implement battalions as reasons against including battalions. As far as pop cap and battalions are concerned, I think it would be relatively trivial to just assign a pop value to a battalion as a whole so that the pop space is taken even when the battalion is not at full strength.
  22. I think they were visible on hover and selection (might just be in BFME2 or maybe it was a setting, but I do remember times where there was a sea of health bars). I don't think that worked. I'm pretty sure I tried it. Either that, or it was fixed in BFME2. I get some things mixed up between the two.
  23. I've been playing a few games with dropsite removed from the civil center. I had to modify several things in the AI. (I didn't realize farmsteads are only partially treated as dropsites.) Also, I added a minimum range for farms. This made the AI create farms in a radius around the civil center. I was hoping that computer player would clump them around drop sites, but it appears to place them around the center even when resources cannot be dropped off there. I think the minimum range idea has some real potential, I like the effect of the minimum distance for farms even more then removing the dropsite from the civil center. It creates cities that actually look and function like cities should. The surrounding farmlands look great too. They look even better when grouped around the farmsteads. You have to spread out more to place the farms and you don't end up with city streets that need mowing... If someone knows an easy way to get the AI to place farms around the farmsteads, it would be appreciated. I ultimately ended up adding food dropsite to the storehouse to make the AI competitive because the AI wasn't building farms near the farmsteads.
  24. You can't currently capture or herd elephants; you can only collect food from them. I think with fishing ships you can collect food from whales, but I am not sure how difficult that is considering they move a lot.
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