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Gildas

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Posts posted by Gildas

  1. Hi,

    From Friday evening SVN, i've got thoses ones, and the games crashes at the end....

    ERROR: Error in timer on entity 1783, IID 40, function MissileHit: TypeError: cmpHealth is null (0,24,0,1783)@simulation/components/Armour.js:78 ([object Object])@simulation/helpers/Damage.js:75 ([object Object],100.06354897399433)@simulation/components/Attack.js:611 ([object Object])@simulation/components/Timer.js:93

    ERROR: JavaScript error: simulation/ai/aegis/base-manager.js line 967 ReferenceError: pos is not defined ([object Object],[object Object],[object Object])@simulation/ai/aegis/base-manager.js:967 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1158 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81

    ERROR: JavaScript error: simulation/ai/aegis/attack_plan.js line 983 ReferenceError: Filters is not defined ([object Object],[object Object],[object Object])@simulation/ai/aegis/attack_plan.js:983 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1228 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81

    plus many others, see the attached file (zip with interrestinglogs.html / mainlog.html / crashlog.txt and commands.txt of the played party that generate those errors)

    thanks in advance

    Tell me if you need more informations/tests ! :)

    logs.zip

  2. Hey, another idea... :)

    When playing and searching for new ressources to gather, when you look at the map on the bottom left, this is not easy (as it has to be IMO) to see which color corrspond to ressource (animals, stone, gold...)

    So what do you think about a filter that permits to show only gold, or only stone or only animals, or two of them, etc... like in gimp when you show only some channels of your picture. I've attached a picture (don't laugh about my gimp skills... :) )

    post-15582-0-17810900-1379578072_thumb.p

  3. I don't know if anyone has this idea before, but I'd like to have healers follow the garrison, because on an assault, the healers stay in place sometimes and the garrison are not healed, and so the die...

    If the healer(s) can be affected to garrison units then he can follow and heal them.

    I hope you understand my bad english... :)

  4. I've tested tonight with the SVN version the map concerned is Isthmus in single palyer match (playing as Spartans by default).

    So in main game menu I choose single player then match

    I choose the Isthmus map

    Click on the "More options" button the population cap is set to 300

    and the play

    in the game impossible to reach the population cap

    see screenshots below in the spoiler, before and after building a house the population limit don't change.

    This can be very strange for a beginner...

    post-15582-0-50044900-1377732823_thumb.p post-15582-0-04198900-1377732849_thumb.p

    So after some researches I found the information !! :closedeyes: Just click on the little Information button (yes it's a button, between civilisation column and team column) and choose the spartans, in the Laws of Lycurgus part :

    "In city phase, all citizen soldiers promote directly to Elite rank after 1 kill, but -10% cap debonus" :yes3:

    post-15582-0-47038300-1377733021_thumb.p

    Finally it's a normal case for me, but IMO it is very difficult to found the information (an other method to give the information can be to have the population cap on the population count tooltip)

    Simple question, if before the city phase i have reached the 300 population cap, what happen when I go to city phase ?

    In plus, I've seen some bugs during the match, see :

    - http://www.wildfireg...showtopic=17538

    - http://www.wildfireg...showtopic=17539

  5. There is an automated build ... in SVN: http://trac.wildfire...binaries/system But the executables aren't enough. To have the newest version of the game, you also need the data, which is only in SVN (it's the biggest part of the repo anyway), and the game won't run without it.

    I've grabbed the SVN content, it works fine. Despite this, I think that putting a setup with an automated build up to date would have been a good idea (a very good idea if link will be available on the website... ^_^ ), because testing the new functionnalities coming out with alpha 14 is not easy for all (example : perform a checkout for my wife... :unknw: )

    Philip is moving the repo to git, and that change would go together with having a better autobuild tool, probably jenkins. But as it's a bit of a boring task for a programmer, it takes a while ;)

    If some help is needed, I can spend some hours to make it "real" !!! :bye:

  6. Is there any automated build to test this alpha 14 ? without grabbing all the SVN, getting all the tools, etc...

    Is there a Jenkins server or something like this for 0.a.d ? if not, and if it's planned, i can give you some help, if wanted... :)

  7. I've encountered the same problem of population limit, even if i build a house, a new civic center, or another building giving some population, the population limit can't get higher... I don't remember the name of the map.

    If I have time, I'll try some maps and give you the saved game.

    Anyway, if it's a normal case due to civilisation limits, why on the scenario the limit is set to 300 and not 270 ?

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