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Everything posted by niektb
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Thanks, I already had fixed in a more difficult way.
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But healing goes different in 0 A.D. (with auras)
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I'm currently updating the Convert script but I'm not sure what it does: Does it replace healing with converting?
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This sounds like a fun idea for generating realistic rivers: http://playtechs.blogspot.nl/2008/11/rapidly-exploring-random-trees.html
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Target: "C:\CODE\binaries\system\pyrogenesis.exe" -mod=testmod or C:\CODE\binaries\system\pyrogenesis.exe -mod=testmodStart in: C:\CODE\binaries\systemReplace C:\CODE\binaries\system with your own installation path: "[installation path]\binaries\system\pyrogenesis.exe" -mod=testmod (The shortcut is also included in the result files above)
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No, Lion: You should use double quotation marks!
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If you see his screenshots his quotation marks are a bit strange, even though that is barely visible since the image is a bit low res.
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See my edit.
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The most likely cause is that the shortcut is pointing to a folder that does not exist (or is put at the wrong place). Edit: I think I got it: It is most likely that you put the quotes in the target at the wrong place, make sure that you do not mix up double quotation markes (") with two single quotation marks (' '), or try to remove the completely. I discovered that even if the modfolder isn't there or is targeted wrongly the game still starts. The problem is that it can't find pyrogenesis.exe.
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sfwpimgo1
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Millennium A.D. can be found @github: https://github.com/0ADCoM/millenniumad But I have the result files from the tutorial too (shame on me for not having added those to the tutorial topic ): http://www.wildfiregames.com/forum/index.php?app=core&module=attach§ion=attach&attach_id=7532 But I can't see "testfolder" in your screenshot, where did you put it? Can you give us a full overview of the properties of your shortcut (it seems to be shortcut-related)? Mine reads this: Target: C:\CODE\binaries\system\pyrogenesis.exe -mod=testmod Start in: C:\CODE\binaries\system
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Thanks Enrique!
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Lion, could you translate my answer? You need to replace "testmod" with the name of your modfolder, unless testmod is already the name of it. In the last case I need more info.
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Will, in fact there is a wood texture being painted but only in a small radius around a tree and I don't know how to increase that radius.
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When reported the spammer gets an invisible block. Invisible so they can access their accounts and create tickets, but those tickets aren't saved.
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How about a invisible block? => spammers are still able to create tickets, but the tickets never show up and get lost immediately.
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Block sqlf6paq1.
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What an honor. Alas, I feel it is not game-ready yet. I could use some advice on the visuals especially texture choice.
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Don't worry, Emerson, that change was announced on fool's day. It was just a joke. (Me wouldn't like the change too if it was for real)
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Special Units and Heroes
niektb replied to Thorfinn the Shallow Minded's topic in General Discussion
What kind of config file do you mean? -
I seem to encounter 2 more last errors (except conversion which I haven't tested yet, no idea how to do so) ERROR: JavaScript error: simulation/components/Attack.js line 399 ReferenceError: ApplyTechModificationsToEntity is not defined Attack.prototype.GetRange@simulation/components/Attack.js:399 BuildingAI.prototype.SetupRangeQuery@simulation/components/BuildingAI.js:106 BuildingAI.prototype.OnOwnershipChanged@simulation/components/BuildingAI.js:40ERROR: Script message handler OnOwnershipChanged failedThe Attack.js file needs to be updated, like the way Sanderd17 said to let changes in the main game have less effect on the mods. And something related to formations: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/Box.xml"ERROR: Failed to load entity template 'Box'ERROR: JavaScript error: simulation/helpers/Commands.js line 1365 TypeError: template is undefined GetFormationRequirements@simulation/helpers/Commands.js:1365 CanMoveEntsIntoFormation@simulation/helpers/Commands.js:1377 GuiInterface.prototype.CanMoveEntsIntoFormation@simulation/components/GuiInterface.js:860 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2020That is likely due to the cause that the formations are moved to a subfolder "simulation/templates/formations/[formation].xml".
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So actually just swap red and white.
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"Various accounts of the times record many battles between armies carrying the Celtic British Red Dragon Banner (now the Welsh Dragon) and the White Dragon Flag of the Saxons, Angles and Jutes (the English Dragon). The White Dragon was, and still is, the emblem of Wessex, the territory of the West Saxons and the English King, Alfred the Great." http://whitedragonflagofengland.com (Just the homepage)
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Indeed nice, except that th red dragon represents the Welshmen and not the Anglo-Saxons) in English history.
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No, it was about the local origin (of the mesh) that had to be set in the middle of the grip. Anyway, I somehow made it.