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Everything posted by wowgetoffyourcellphone
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6x6 foundation actor is bugged.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Here is the original from Public mod: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="foundation 6x6 a"> <mesh>structural/found_6x6_a.dae</mesh> </variant> </group> <group> <variant frequency="1" name="Idle"> <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick005" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Plank_Pile_Big_a.xml" attachpoint="plankpile001" maxheight="20" minheight="-20"/> </props> </variant> <variant name="scaffold"> <props> <prop actor="props/structures/construction/scaf_4x4.xml" attachpoint="root"/> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1"> <textures><texture file="structural/foundation.dds" name="baseTex"/></textures> </variant> </group> </actor> Interestingly, it's noticeably different from a foundation that works correctly, the 2x2: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="foundation 2x2 a"> <mesh>structural/found_2x2_a.dae</mesh> </variant> </group> <group> <variant frequency="1"> <props> <prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="wood_pile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile_Big1.xml" attachpoint="brickpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile_Big2.xml" attachpoint="brickpile002" maxheight="20" minheight="-20"/> </props> </variant> </group> <group> <variant frequency="1"> <textures> <texture file="structural/foundation.dds" name="baseTex"/> </textures> </variant> </group> <group> <variant frequency="1" name="Idle"> <props> <prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> <variant name="scaffold"> <props> <prop actor="props/structures/construction/scaffold.xml" attachpoint="root"/> <prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> </group> <material>basic_trans.xml</material> </actor> So, I tried to make the 6x6 use almost the exact same format as the 2x2: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="foundation 6x6 a"> <mesh>structural/found_6x6_a.dae</mesh> </variant> </group> <group> <variant frequency="1"> <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick005" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Plank_Pile_Big_a.xml" attachpoint="plankpile001" maxheight="20" minheight="-20"/> </props> </variant> </group> <group> <variant frequency="1" name="Idle"> <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> <variant name="scaffold"> <props> <prop actor="props/structures/construction/scaf_4x4.xml" attachpoint="root"/> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1"> <textures> <texture file="structural/foundation.dds" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor> But it doesn't work. Still has the same behavior. -
6x6 foundation actor is bugged.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
To Test: Build something large and watch the foundation. lmao... -
Can you confirm the structree problem with the Chinese? are you getting what I'm getting?
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No, there isn't. *scratches head*
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The 6x6 foundation does not behave like other foundations when it transitions to scaffold variant. All the wood bits and stacks of stones and wheelbarrows disappear. I tried fixing it but it still won't work. I even used the 2x2 foundation actor as a guide, but it still wouldn't work. Bug in the mesh?
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Yep, the tooltip error is gone now. Shouldn't be the problem, because the Principate Romans have autoResearch phase techs too. in fact, for all civs, the Empire Phase tech is auto-researched when building a Wonder.
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Everything is 100% remodeled and reanimated, I'm sure of it. I doubt they even used any of the original assets for development, except as concepts. You can see the ambient occlusion baked into the sprites, etc. Looks super nice. If the "improved" gameplay gives us a better user interface, player interaction, and proper production queues then I'm sold.
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Tried that. :/ Just now synced my latest files.
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Also, a get this when I select the Chinese in structree. This one is puzzling me, because the Chinese civic center definitely has a Town Phase tech, you can even see it in the structree. WARNING: The "Town Phase" technology is not researchable in any structure buildable by the chin civilisation, but is required by something that this civ can research, train or build!
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WARNING: JavaScript warning: gui/common/tooltips.js line 427 reference to undefined property template.resourceTrickle.rates[res] I get that when I select my first unit or building now, and when I first load structree.
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btw -- if I make anything for DE that Terra Magna can use, feel free to grab the files. https://github.com/JustusAvramenko/delenda_est
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Newbie questions (suggestions for the manual)
wowgetoffyourcellphone replied to IkkeTM's topic in Gameplay Discussion
Mechanically, that's kind of what happens, but each of those unit types have varying stats that also affect the balance, so this progression of countering may not be accurate or evenly distributed. Lots of things affect countering, resource cost, pop cost, and training time are considerations too. -
Terra Magna Infrastructure / Kushites Mod Integration
wowgetoffyourcellphone replied to balduin's topic in Rise of the East
Want me to whip up a design document from the Kushite thread, lightly populated so @Sundiata and @balduin can flesh it out? Same layout as: https://trac.wildfiregames.com/wiki/Civ%3A_Athenians -
Terra Magna Infrastructure / Kushites Mod Integration
wowgetoffyourcellphone replied to balduin's topic in Rise of the East
I know this is vague, but a general look to their buildings, in my imagination, would be a cross between Greeks and Iberians. -
Terra Magna Infrastructure / Kushites Mod Integration
wowgetoffyourcellphone replied to balduin's topic in Rise of the East
I honestly didn't dig that old design, but it's not my mod. lol -
Terra Magna Infrastructure / Kushites Mod Integration
wowgetoffyourcellphone replied to balduin's topic in Rise of the East
Not to push the mod too big, but if it progresses one civ at a time, it should be okay. May I suggest a nice list of 6 civs in the end: Han China Mostly done Zapotecs Mostly done Kushites Design stage Thracians A decent building texture already made, lots of unit textures and props already available Xiongnu Nomadic, gives the Han Chinese an archnemesis civ Scythians Nomadic like the Xiongnu, but helps bridge the East and West in Eurasia Maybe a lucky 7th civ? Arawak Gives a South American culture to the mod. -
Why in other game, mods replace content?
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Game Modification
Right, just having 100 civ json files would be easy. The templates for each and every civ are what would kill it. And you'd need about 4 gigs for the textures alone. haha -
Why in other game, mods replace content?
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Game Modification
I think the game can have as many faction as we want, technically. Like, 100+ factions maybe? I am not sure what that would do to memory requirements or javascript performance though. -
These guy are hilarious. Warning for profanity. lol
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Why in other game, mods replace content?
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Game Modification
Most commercial games are not built with modding in mind. They hard code a LOT of things for efficiency and wrap a lot into the game's EXE for performance. 0 a.d.'s structure is not built for performance, but rather for customizability. Both for ease of open source development and for modding potential. This is what I have gathered from poking around. -
Specifically about the AI: Farmland/Farming: It does not know to use farmland to boost farming. You will find the AI still putting farm fields near the Civic Center, which has a farming penalty. Upgrading and Teching: Some civs have custom requirements for phasing up, for example the Principate Romans need to build a Temple of Vesta in order to achieve Town phase. Also, the AI does not know to use the upgrade function to boost Wooden Defense Towers to Stone Defense Towers, Barracks to Royal Barracks, Hypaspists to Argyraspides, Civic Center to Fortified Civic Center, etc. Lastly, the Blacksmith requires you choose either Metallurgy or Forging to unlock all the other blacksmith techs. AI doesn't know to do this. Principate Romans: Beside the phasing problem, it also doesn't know to train and use the Slaves. And yet, despite these limitations, @mimo's AI still can give you a challenge if you don't exploit too many glitches! I imagine if the AI knew how to use these features properly the AI would be nigh unstoppable at Hardest. The current AI knows to capture Merc Camps and does train mercenaries.
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Play the Miletus Peninsula skirmish map. That and AI.