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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I assumed the fattening would be a different diff, as it would affect a bunch of things. Train time for the animals, for example, would be shorter, since you now have to wait for the animal to fatten to max amount. But the garrisoning/trickle feature seems stable enough for now.
  2. If this is to be included in the main game, then the other artwork needs taken into account too.
  3. Just a small tip. Upper case letters in file names are a faux-pas. I've noticed it in a lot of the files you've committed. Keeping all lower case letters makes things simpler (so you don't have to worry about case sensitivity).
  4. The gradual iterations laming the top middle logo area is the perfect example of trying to please everybody (design by committee). While the dots are a good step, the removal of any character in the line work around the logo is most unfortunate.
  5. Excellent work on the new shield texture too. They've needed updated for a long time.
  6. About the helmet, I think it's good since the game's "Iberians" are Iberians/Celtiberians. The greaves look to be the generic greave props already in the game, so those are easily removed from the actor.
  7. Okay, reverting D4294 fixes that particular error. However, the flag selection issue remains.
  8. I used formations.js and commands.js as-is and I still get the original issue (incorrect flag when first formed, correct flag chosen thereafter), and the error code: ERROR: Error in timer on entity 10888, IID105, function TimerHandler: TypeError: cmpFormationUnitAI.GetTargetPositions()[0] is undefined Formation.prototype.MoveMembersIntoFormation@simulation/components/Formation.js:534:61 Timer@simulation/components/UnitAI.js:1011:19 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:4210:15 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:44
  9. I thought he was talking about the wording rather than the font.
  10. ERROR: JavaScript error: simulation/components/Commands.js line 1858 SetGlobal "GetFormationRequirements" called multiple times @simulation/components/Commands.js:1858:8 launchGame@gui/gamesettings/GameSettings.js:128:11 launchGame@gui/gamesetup/Controllers/GameSettingsController.js:273:18 onPress@gui/gamesetup/Pages/GameSetupPage/Panels/Buttons/StartGameButton.js:60:52
  11. I am also using just those lines of code that you added/changed in the js files, and not the entire file. Mods can do this by using a suffix to the file name (in my case, "_DE") without having to maintain the entire file (some of the component files are quite large). I will try by using the entire files and see if that fixes things?
  12. It can easily be translated to "Rise of Empires" or "Empires Rising" if necessary.
  13. The logo is already not translated. Unless that's not what you're saying?
  14. Bold, clean, regal^ Also, a great place for mods to put their names.
  15. I do not believe there is currently someone looking at the AI code.
  16. Thank you for this. There's 1 issue: The first time the formation is created, it chooses a variation randomly, but when choosing a different formation with those same troops it chooses the correct one. Also, this error when playing a game. Happens when formationed units temporarily disband the formation when constructing or grabbing a treasure and then reform the formation afterward:
  17. Won't work with a single actor with civ variants inside (as shown in the op). Tried it with civ-specific actors and making new formations for Athen, as a test. That all works fine, until I realize all the hacking I'll have to do: A flag actor for every civ (had to do that anyway, no problem). Redundant formations for every civ, so that the civ-specific flag actors show up. errr Making sure those formations show up correctly for each unit. So, use a mixin for each civ to pull the right civ-specific formations, then edit the parent template lines of every unit to grab the civ-specific mixin. Editing each civ.json file to list the right civ-specific formations. Then try to fix the very common edge case where you have mercenaries that aren't of the player's civ. Redundant formation icons could show up in the formation UI panel. No idea how to prevent this. If it wasn't for this last bullet, I would proceed, but... All of the above is an inelegant hack. More elegant is to edit Formations.js so that formations take the civ of the player, so we can just use 1 actor as originally planned (similar to how rally points use the waypoint flag actor with civ variants inside it). I don't see that happening unless the base game wants to add these too.
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