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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I think doing anything more than a citizen/slave dichotomy would be pushing it for an RTS. Delenda Est has citizens (or peasants, depending on the civ; many cultures didn't have a "citizen" concept at all), which can gather, but are good at building, and then has slaves, which can only gather (and can be captured). Slaves are unlocked when you build a Market in P2.
  2. ERROR: JavaScript error: simulation/components/UnitAI.js line 258 cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 enter@simulation/components/UnitAI.js:2196:15 FSM.prototype.SwitchToNextState@globalscripts/FSM.js:366:14 FSM.prototype.ProcessMessage@globalscripts/FSM.js:274:8 UnitAI.prototype.ProcessMessage@simulation/components/UnitAI.js:4277:15 Attack.prototype.StopAttacking@simulation/components/Attack.js:526:14 Resistance.prototype.OnOwnershipChanged@simulation/components/Resistance.js:181:62 ERROR: Script message handler OnOwnershipChanged failed ERROR: Error in timer on entity 5333, IID103, function TimerHandler: TypeError: cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 Timer@simulation/components/UnitAI.js:3282:10 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:4159:15 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:44 ERROR: JavaScript error: simulation/components/UnitAI.js line 258 cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 Order.Attack@simulation/components/UnitAI.js:427:16 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.PushOrderFront@simulation/components/UnitAI.js:3899:16 UnitAI.prototype.AttackVisibleEntity@simulation/components/UnitAI.js:4957:7 UnitAI.prototype.RespondToTargetedEntities@simulation/components/UnitAI.js:4994:15 UnitAI.prototype.AttackEntitiesByPreference@simulation/components/UnitAI_DE.js:89:14 LosAttackRangeUpdate@simulation/components/UnitAI.js:3278:11 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.OnRangeUpdate@simulation/components/UnitAI.js:4262:16 ERROR: Script message handler OnRangeUpdate failed ERROR: JavaScript error: simulation/components/UnitAI.js line 258 cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 Order.Attack@simulation/components/UnitAI.js:427:16 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.PushOrderFront@simulation/components/UnitAI.js:3899:16 UnitAI.prototype.AttackVisibleEntity@simulation/components/UnitAI.js:4957:7 UnitAI.prototype.RespondToTargetedEntities@simulation/components/UnitAI.js:4994:15 UnitAI.prototype.AttackEntitiesByPreference@simulation/components/UnitAI_DE.js:89:14 LosAttackRangeUpdate@simulation/components/UnitAI.js:3278:11 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.OnRangeUpdate@simulation/components/UnitAI.js:4262:16 ERROR: Script message handler OnRangeUpdate failed ERROR: Error in timer on entity 5345, IID7, function Attack: TypeError: cmpControllerAI is null Order.FormationWalk@simulation/components/UnitAI.js:258:8 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.FinishOrder@simulation/components/UnitAI.js:3824:26 Order.Cheer@simulation/components/UnitAI.js:620:15 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.PushOrderFront@simulation/components/UnitAI.js:3899:16 UnitAI.prototype.Cheer@simulation/components/UnitAI.js:5810:7 UnitAI.prototype.CallPlayerOwnedEntitiesFunctionInRange@simulation/components/UnitAI.js:6433:23 enter@simulation/components/UnitAI.js:2216:12 FSM.prototype.SwitchToNextState@globalscripts/FSM.js:366:14 FSM.prototype.ProcessMessage@globalscripts/FSM.js:274:8 UnitAI.prototype.ProcessMessage@simulation/components/UnitAI.js:4277:15 Attack.prototype.StopAttacking@simulation/components/Attack.js:526:14 Attack.prototype.Attack@simulation/components/Attack.js:559:8 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:44
  3. As far as I know, Lord Jaguar, Lord Night, et al. were historical characters.
  4. To flesh out a full "game" experience, you may have to expand from Howard's original works. Later novels had some cool stuff in them. When I was a kid way back in the 1990s, I did a book report on this one, which fleshed out the Turan Empire (executing condemned criminals and traitors was especially sporting for the population!), the Vilayet Sea geographical area, and had some really neat elements, such as a wizard inventing a rudimentary steam engine, giant centipedes rowing galleys, pirate queens, etc.
  5. In DE, I notice the Scythian resource carts swap variants too, when they move (possibly in run state at that point).
  6. Not a new issue, actually. I noted this on the forum somewhere quite some time ago.
  7. Another actor bug: Actors change seed when running (and possibly in other states). To test this, go to Atlas, choose an Elite Athenian Sword Cav (or any other unit, really). Go to Actor Viewer. Set him to WALK, then set him to RUN. You will see his actor variations change. This also happens in-game, it's just easy to see in Actor Viewer for demonstration purposes. Whether this is a "release blocker" or not is up to you guys.
  8. An "enlargement" of 0.3 would be a reduction, nay?
  9. I made a new texture. These are a champion unit for the Imperial Romans.
  10. Working on some Roman Cataphracts, based on 2nd or early 3rd century examples. Right now they use Seleucid cataphract armor, but what they really need is a whole new horse armor set, like this mount here (full set): (rider's helmet would be a bonus) And/or this half-set here: There isn't currently a set of horse armor in the game that looks like this that covers the neck as well as the chest. Also, the awesome chamfron for the horse's face would be a separate piece. Currently, the only chamfron in the game is the Seleucid cavalry chamfron ith a transverse crest which is clearly not Roman.
  11. I went into Nvidia settings and made the Nvidia graphics card default for all programs (instead of allowing Windows to choose). I also went into Windows Display settings and set pyrogenesis.exe to always use the Nvidia graphics card. I played a match and then did some Atlas work, with no crash or bsod. I'll test it more tomorrow.
  12. It said nothing but null null null null null null null null null null null null null null null
  13. I've updated a lot of stuff over the past month, including a big Windows update and 2 nvidia graphics drivers. :/
  14. Essentially, the only thing to indicate rank, besides their rank insignia, would be headgear/helmets. Everything else would change appearance based on techs.
  15. bah, if I had 2 more months I could apply this to DE. lol It would be a huge amount of work though (tons of actor work), because I'd want to push it as far as I could. So, a body armor (Linothorakes, or something) tech would update the unit texture (swap the hoplite from a tunic texture to a linothorax texture), but do this with every blacksmith tech.
  16. -50 per inactive month should do it. It's simple, easy to understand, and incentivizes activity.
  17. Right, but I think it may need some additional thinking here on how to do it, since Gaia is a "player" and you can't attack your own units. Perhaps aggressive animals can be placed under a 2nd "Gaia2" player so that these animals can attack Gaia1 animals.
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