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Everything posted by wowgetoffyourcellphone
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For a New Faction: Lusitanian.
wowgetoffyourcellphone replied to Ardworix's topic in General Discussion
Excellent work on the new shield texture too. They've needed updated for a long time. -
===[COMMITTED]=== Iberian Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Completed Art Tasks
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. -
Long live Lucky the Dog!
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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
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mod shiny - alternative main menu & UI theme
wowgetoffyourcellphone replied to maroder's topic in Game Modification
I thought he was talking about the wording rather than the font. -
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
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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?
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mod shiny - alternative main menu & UI theme
wowgetoffyourcellphone replied to maroder's topic in Game Modification
It can easily be translated to "Rise of Empires" or "Empires Rising" if necessary. -
mod shiny - alternative main menu & UI theme
wowgetoffyourcellphone replied to maroder's topic in Game Modification
The logo is already not translated. Unless that's not what you're saying? -
mod shiny - alternative main menu & UI theme
wowgetoffyourcellphone replied to maroder's topic in Game Modification
Bold, clean, regal^ Also, a great place for mods to put their names. -
KateGUI: adapted autociv mod
wowgetoffyourcellphone replied to Yekaterina's topic in Game Modification
Github? -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I do not believe there is currently someone looking at the AI code. -
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:
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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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Standards appearing over battalions looks really nice and do help with gameplay. Now, I wonder how to make them civ-specific. I tried using the waypoint/rally point flag hack in the actor, which names variants based on civ codes ("athen", "spart", "cart", etc.). It works for the waypoint actor (obviously), but not for my formation standard actor. In the above screenshot, you see that the standards pick random variants instead of the civ-specific one. Both flags should be the "athen" variant, but they are not. Also, a new flag variant is chosen each time the formation is created. Here is the waypoint flag code, which works: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant frequency="100"> <animations> <animation file="mechanical/waypoint_flag_idle.dae" name="Idle" speed="30"/> </animations> <mesh>props/waypoint_flag.dae</mesh> </variant> </group> <group> <variant name="hele"> <textures> <texture file="props/banner_greek.png" name="baseTex"/> </textures> </variant> <variant name="pers"> <textures> <texture file="props/banner_persian.png" name="baseTex"/> </textures> </variant> <variant name="celt"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="cart"> <textures> <texture file="props/banner_carthage.png" name="baseTex"/> </textures> </variant> <variant name="iber"> <textures> <texture file="props/banner_iberians.png" name="baseTex"/> </textures> </variant> <variant name="scyth"> <textures> <texture file="props/banner_scythians.png" name="baseTex"/> </textures> </variant> <variant name="xion"> <textures> <texture file="props/banner_scythians.png" name="baseTex"/> </textures> </variant> <variant name="rome"> <textures> <texture file="props/banner_romans.png" name="baseTex"/> </textures> </variant> <variant name="imp"> <textures> <texture file="props/banner_romans.png" name="baseTex"/> </textures> </variant> <variant name="spart"> <textures> <texture file="props/banner_spartans.png" name="baseTex"/> </textures> </variant> <variant name="mace"> <textures> <texture file="props/banner_macedonians.png" name="baseTex"/> </textures> </variant> <variant name="athen"> <textures> <texture file="props/banner_greek.png" name="baseTex"/> </textures> </variant> <variant name="brit"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="gaul"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="maur"> <textures> <texture file="props/banner_mauryas.png" name="baseTex"/> </textures> </variant> <variant name="ptol"> <textures> <texture file="props/banner_ptolemies.png" name="baseTex"/> </textures> </variant> <variant name="sele"> <textures> <texture file="props/banner_seleucids.png" name="baseTex"/> </textures> </variant> <variant name="theb"> <textures> <texture file="props/banner_thebans.png" name="baseTex"/> </textures> </variant> <variant name="epir"> <textures> <texture file="props/banner_epirotes.png" name="baseTex"/> </textures> </variant> <variant name="han"> <textures> <texture file="props/banner_chinese.png" name="baseTex"/> </textures> </variant> <variant name="kush"> <textures> <texture file="props/banner_kushites.png" name="baseTex"/> </textures> </variant> <variant name="noba"> <textures> <texture file="props/banner_kushites.png" name="baseTex"/> </textures> </variant> <variant name="sueb"> <textures> <texture file="props/banner_germans.png" name="baseTex"/> </textures> </variant> <variant name="goth"> <textures> <texture file="props/banner_norse.png" name="baseTex"/> </textures> </variant> <variant name="zapo"> <textures> <texture file="props/banner_maya.png" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor> Here is the Standard code, which does not work: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant frequency="100"> <mesh>props/standards/formation_pole.dae</mesh> <textures> <texture file="props/kart_standard.png" name="baseTex"/> <texture file="props/kart_standard_norm.png" name="normTex"/> <texture file="props/kart_standard_spec.png" name="specTex"/> </textures> </variant> </group> <group> <variant name="athen"> <props> <prop actor="props/units/standards/formation_flag_athen.xml" attachpoint="root"/> </props> </variant> <variant name="cart"> <props> <prop actor="props/units/standards/formation_flag_cart.xml" attachpoint="root"/> </props> </variant> <variant name="spart"> <props> <prop actor="props/units/standards/formation_flag_spart.xml" attachpoint="root"/> </props> </variant> </group> <material>no_trans_parallax_spec.xml</material> </actor> formation_flag_athen: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant> <mesh>props/standards/formation_flag.dae</mesh> <textures> <texture file="props/standards/athen_infantry_1.png" name="baseTex"/> </textures> </variant> </group> <material>player_trans.xml</material> </actor>
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Venetians? Tang would be good. Can use the old Han Fortress (Stan is building a new one for the Han, with a different design). An Indian faction from this period would be nice.
