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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Original aoe1 is very primitive. I try play it a couple years ago and was very frustrating.
  2. These guy deserve full civ. Placeholders I think can be Ptolemies buildings and Carthaginians buildings. IMHO, the phase requirements can be number of pyramids build. Maybe 2 for town phase and 3 more fo city phase. Maybe I add them to DE.
  3. Right now it's just the flaming pigs. They slow down the elephant's attack and reduce their max health with aura.
  4. Why not allow player to change the default? Can be either menu option or a toggle option in-game real-time.
  5. Depends what team call the tech. IMHO doesn't really matter which building. Civic Center, Fortress, Temple, whatever.
  6. @fatherbushido @Enrique infantry_javelinist_b.xml infantry_javelinist_e.xml infantry_javelinist_a.xml <Icon>units/ptol_infantry_javelinist_merc.png</Icon>
  7. ah okay, the current public actor for this unit is using the mace infantry javelinist still? I might just mod the unit actor for more accuracy first before making the portrait and submit both here or to @Enrique.
  8. Actually, the portrait is committed. The templates just need updated to point to the new and correct portraits. Also, some multiple unit can use the same portrait, so look for that too. I will go through the portraits tomorrow in the Public mod and make sure the units are the right color.
  9. Currently I prioritize champion status over mercenary status for the color. So, if is champion --red-- and mercenary --green-- then the unit gets red. Of course, this can change if thouest prefer something different.
  10. @s0600204 Your fix works for the game. Acouple thing: I have a pair of tech that are paired, but are available in different phase. This is just a experiment, really. That's why I only put the requirement in the tech themselves and not the pair, plus the original techs I got from the gasme before I built my current tech tree just had the reqs in the techs -- there were not pairs in public game except the Seleucid reform pair. I am willing to not experiment with this if it screws things up, and it does seem to screw up the structtree, it shows nothing. It was a quick hack at some point to solve something I can't even remember now. lol. I can change that if necessary I think. This isn't going to change. I want cool techs to show up in the merc camps, and one of them for the Athenians is the Iphicratean Reforms tech that unlocks the marines from the Athenian shipyard. Some things I am willing to live with annoying error codes.
  11. @leper Dependency = oversight Components = My mod has a new resource among other things so don't fit into your preconceived categories. @s0600204 Thnk you for looking into it. Some things are bugs (prod queue) and some things are intended (like Athenian marine tech in merc camp). I can't try it now but soon I will try your fix and report back.
  12. That didn't work, thoughn I had hope. Here are all my class-base tech. I deleted the celtic ones.
  13. I get this when I load structree. WARNING: JavaScript warning: gui/structree/helper.js line 111 reference to undefined property g_ParsedData.phaseList[0] WARNING: imp : phase_town_roma WARNING: JavaScript warning: gui/structree/helper.js line 84 reference to undefined property g_ParsedData.techs[g_SelectedCiv][techName] ERROR: JavaScript error: gui/structree/helper.js line 84 TypeError: g_ParsedData.techs[g_SelectedCiv][techName] is undefined GetPhaseOfTechnology@gui/structree/helper.js:84:6 selectCiv@gui/structree/structree.js:198:16 __eventhandler216 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:35:27 openStrucTree@gui/session/menu.js:795:1 __eventhandler193 (press)@civIconOverlay press:0:1 ERROR: GUI page 'page_structree.xml': Failed to call init() function
  14. structtree does not load at all. Blank screens with error messages. Also, about autobuild, I meant from this source change http://trac.wildfiregames.com/changeset/19119, but it probably does not have to do with it.
  15. Maybe, but error code specific to "reqs": ERROR: JavaScript error: gui/session/selection_panels.js line 834 TypeError: reqs is undefined Unless reqs also refer to cost. If that the case, do all resource need to be in the tech, even if 0? Didn't have to before. EDIT: I look at selection_panels.js and that line does refer to class counts. Maybe need autobuild since template changes to source were made?
  16. And as another example of what I mean when I say if one tech is messed up it messes up everything. These 4 tech can be research from Chanakya unit. None of these have weird requirements. { "genericName": "A Wise and Virtuous Kingship", "specificName": { "maur": "Rajarshi" }, "description": ".", "cost": {"food": 0, "wood": 0, "stone": 200, "glory": 100}, "requirements": {"tech": "phase_city"}, "requirementsTooltip": "Unlocked in City Phase.", "icon": "political_face.png", "researchTime": 60, "tooltip": "Heroes +10% health.", "modifications": [{"value": "Health/Max", "multiply": 1.1}], "affects": ["Hero"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } { "genericName": "A Maintenance of Law and Order", "specificName": { "maur": "Dandaniti" }, "description": ".", "cost": {"food": 0, "wood": 200, "stone": 0, "glory": 100}, "requirements": {"tech": "phase_city"}, "requirementsTooltip": "Unlocked in City Phase.", "icon": "friendship.png", "researchTime": 60, "tooltip": "Support units -10% train time.", "modifications": [{"value": "Cost/BuildTime", "multiply": 0.9}], "affects": ["Support"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } { "genericName": "A Compassion for Animals", "specificName": { "maur": "Ahinsā" }, "description": ".", "cost": {"food": 200, "glory": 100}, "requirements": {"tech": "phase_city"}, "requirementsTooltip": "Unlocked in City Phase.", "icon": "horse.png", "researchTime": 60, "tooltip": "Domestic animals, cavalry, and elephants +10% health.", "modifications": [{"value": "Health/Max", "multiply": 1.1}], "affects": ["Animal", "Elephant", "Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } { "genericName": "A Sound Economy", "specificName": { "maur": "Artha" }, "description": ".", "cost": {"food": 0, "wood": 0, "glory": 100, "metal": 200}, "requirements": {"tech": "phase_city"}, "requirementsTooltip": "Unlocked in City Phase.", "icon": "taxes.png", "researchTime": 60, "tooltip": "The Market building gives the player a trickle of 20 of each resource per minute.", "modifications": [ {"value": "ResourceTrickle/Rates/food", "add": 2}, {"value": "ResourceTrickle/Rates/wood", "add": 2}, {"value": "ResourceTrickle/Rates/stone", "add": 2}, {"value": "ResourceTrickle/Rates/metal", "add": 2} ], "affects": ["Market"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } but yet selecting chanakya gives the error codes. Here is City phase: { "genericName": "City Phase", "specificName": { "hele": "Megalopolis", "mace": "Megalopolis", "spart": "Megalopolis", "athen": "Megalopolis", "epir": "Megalopolis", "theb": "Megalopolis" }, "supersedes": "phase_town", "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.", "cost": {"food": 0, "wood": 0, "stone": 1000, "metal": 1000}, "requirements": {"all": [{"entity": {"class": "NotField", "number": 15 }}, {"notciv": "athen"}, {"notciv": "imp"}]}, "requirementsTooltip": "Requires 15 total Structures (except Walls and Fields).", "icon": "city_phase.png", "researchTime": 30, "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers and vision range for units increased by another +25%.", "modifications": [ {"value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre"}, {"value": "Vision/Range", "multiply": 1.25, "affects": "CivCentre"}, {"value": "Vision/Range", "multiply": 1.25, "affects": "Citizen"} ], "soundComplete": "interface/alarm/alarm_phase.xml" }
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