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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I turned off DE and I get the same error codes with vanilla. It was the first thing I tried. 2nd thing I tried was reverting all versioned files in the public mod. Still errors. I'll delete cache next and report back.
  2. You're right! The tree obstructions were so small I thought they were passable. Lol They might as well have been.
  3. ERROR: JavaScript error: gui/gamesetup/Pages/MapBrowserPage/GridBrowser.js line 1 redeclaration of let GridBrowser @gui/gamesetup/Pages/MapBrowserPage/GridBrowser.js:1:1 onPress@gui/pregame/MainMenuItems.js:64:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: JavaScript error: gui/gamesetup/Pages/MapBrowserPage/GridBrowserItem.js line 1 redeclaration of let GridBrowserItem @gui/gamesetup/Pages/MapBrowserPage/GridBrowserItem.js:1:1 onPress@gui/pregame/MainMenuItems.js:64:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: JavaScript error: gui/gamesetup/Pages/MapBrowserPage/MatchSort.js line 1 redeclaration of const MatchSort @gui/gamesetup/Pages/MapBrowserPage/MatchSort.js:1:1 onPress@gui/pregame/MainMenuItems.js:64:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10
  4. I thought that was what the _athen suffix was for in the tech filename. Other parts of the UI knows that that means. *shrugs* I've started fixing it to your suggestion and it is working as you say.
  5. I may have missed this. While that may have been true that there are separate templates, the dual-gendered citizen you train in-game is pulled from template_unit_support_citizen, not from template_unit_support_citizen_male or template_unit_support_citizen_female, which are only there is case I want to make some campaign-only units.
  6. Is that because the UI can't understand something?
  7. Please sir, for example? I am not sure which tech is the problem. The phase techs adjust the costs of heroes (to make them more expensive as the game progresses): "modifications": [ {"value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre"}, {"value": "Vision/Range", "multiply": 1.25, "affects": "CivCentre"}, {"value": "Cost/BuildTime", "multiply": 1.5, "affects": "Hero"}, {"value": "Cost/Resources/coin", "multiply": 1.5, "affects": "Hero"}, {"value": "Cost/Resources/glory", "multiply": 1.5, "affects": "Hero"}
  8. Is this still a problem for you m8? I can't reproduce.
  9. Thank you, this works. Added and Credited to you.
  10. There's a problem with the Unit Viewer incorrectly reporting hero costs. Any ideas?
  11. Thank you! Completely CC0 textures and very high quality. Preliminarily they might make it into the core game for A25. Once they're in, it'll take a long time and some effort to retrofit all existing scenarios, skirmishes, and random map scripts to use the new terrains properly. It'll be a challenge, but one scripting could help (seek and replace automatically).
  12. A24 will add a "fire" effect where structures continue to lose health when attacked by fire units (currently, the Iberian Champ Cav).
  13. This civ selection screen layout from Hyrule Conquest (I modded the Macedonians and Athenians in to show you how it could look for EA): I would do this to DE, but Hyrule's game setup UI code is based on A23, incompatible with A24, and I'm not sure how to rectify it.
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