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wowgetoffyourcellphone

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Everything posted by wowgetoffyourcellphone

  1. Definitely a woman. Yeah, and it depends on what timeframe we're looking at for A22
  2. Okay, the unit selections/gui stuff is good, and the original structree error is gone. Now I get one final error with structree: ERROR: JavaScript error: gui/structree/helper.js line 176 TypeError: template is null GetPhaseOfTemplate@gui/structree/helper.js:176:6 selectCiv@gui/structree/structree.js:181:22 __eventhandler221 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:36:27 openStrucTree@gui/session/menu.js:1027:1 __eventhandler197 (press)@civIconOverlay press:0:1 ERROR: GUI page 'page_structree.xml': Failed to call init() function
  3. @fatherbushido This is what I get with that patch when I select a builder: ERROR: JavaScript error: simulation/components/Builder.js line 48 ReferenceError: disabledEntities is not defined Builder.prototype.GetEntitiesList/<@simulation/components/Builder.js:48:32 Builder.prototype.GetEntitiesList@simulation/components/Builder.js:48:9 GuiInterface.prototype.GetAllBuildableEntities@simulation/components/GuiInterface.js:857:24 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2016:10 getAllBuildableEntities@gui/session/unit_commands.js:210:9 getAllBuildableEntitiesFromSelection@gui/session/unit_commands.js:216:28 g_SelectionPanels.Construction.getItems@gui/session/selection_panels.js:241:10 setupUnitPanel@gui/session/unit_commands.js:59:14 updateUnitCommands@gui/session/unit_commands.js:147:4 updateSelectionDetails@gui/session/selection_details.js:493:2 updateGUIObjects@gui/session/session.js:868:2 onTick@gui/session/session.js:746:3 __eventhandler106 (tick)@sn tick:0:1 ERROR: Error calling component script function ScriptCall ERROR: JavaScript error: simulation/components/Builder.js line 48 ReferenceError: disabledEntities is not defined Builder.prototype.GetEntitiesList/<@simulation/components/Builder.js:48:32 Builder.prototype.GetEntitiesList@simulation/components/Builder.js:48:9 GuiInterface.prototype.GetAllBuildableEntities@simulation/components/GuiInterface.js:857:24 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2016:10 getAllBuildableEntities@gui/session/unit_commands.js:210:9 getAllBuildableEntitiesFromSelection@gui/session/unit_commands.js:216:28 g_SelectionPanels.Construction.getItems@gui/session/selection_panels.js:241:10 setupUnitPanel@gui/session/unit_commands.js:59:14 updateUnitCommands@gui/session/unit_commands.js:147:4 updateSelectionDetails@gui/session/selection_details.js:493:2 updateGUIObjects@gui/session/session.js:868:2 onSimulationUpdate@gui/session/session.js:805:2 __eventhandler107 (simulationupdate)@sn simulationupdate:0:1
  4. Your fix actually does work in-game. I select the dude and get no error and the correct buildings are there in the GUI as expected. I couldn't get the diff to work, was rejected, but I found and replaced the right lines of code. No more error, EXCEPT..... When I open structree. ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_military_colony.xml" ERROR: Failed to load entity template 'structures/chin_military_colony' ERROR: Invalid template found for 'structures/chin_military_colony' ERROR: JavaScript error: gui/structree/helper.js line 19 TypeError: data is undefined loadTemplate@gui/structree/helper.js:19:1 loadStructure@gui/structree/load.js:51:17 selectCiv@gui/structree/structree.js:90:1 __eventhandler238 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:36:27 openStrucTree@gui/session/menu.js:1027:1 __eventhandler214 (press)@civIconOverlay press:0:1 ERROR: GUI page 'page_structree.xml': Failed to call init() function
  5. Yes. Could be an error or oversight. Well, with a master list and code that properly does the {civ} thing you don't have to add or remove anything! Only in very specific cases.
  6. It's a ridiculous criticism, since Trebuchets are specifically anti-castle. lol They're good against buildings and that's it. Not like Siege Catapults which can mow down hundreds of enemy soldiers and destroy buildings.
  7. It's pretty obvious, actually. But
  8. Hi. I was attempting to greatly simplify all of the builder units in the game, namely infantry, by removing their builder components in each individual file, something like 50 files. I then just made one master list in the generic infantry template using the {civ} tag for all, thinking the individual soldiers would just be able to build the buildings they have in their civ. For example. Instead of 50 individual soldiers having this in their templates: <Builder> <Entities datatype="tokens"> structures/{civ}_catapult structures/sele_military_colony structures/sele_library structures/sele_wonder </Entities> </Builder> I created one glorious, beautiful master list in the template_unit_infantry: <Builder> <Rate>1.0</Rate> <Entities datatype="tokens"> structures/{civ}_civil_centre structures/{civ}_military_colony structures/{civ}_house structures/{civ}_storehouse structures/{civ}_farmstead structures/{civ}_field structures/{civ}_rotarymill structures/{civ}_corral structures/{civ}_dock structures/{civ}_shipyard structures/{civ}_market structures/{civ}_pillar_ashoka structures/{civ}_outpost structures/{civ}_defense_tower other/wallset_palisade structures/{civ}_wallset_short structures/{civ}_wallset_stone structures/{civ}_wallset_siege structures/{civ}_barracks structures/{civ}_stables structures/{civ}_barracks_aux structures/{civ}_elephant_stables structures/{civ}_embassy_celtic structures/{civ}_embassy_iberian structures/{civ}_embassy_italiote structures/{civ}_syssiton structures/{civ}_gymnasion structures/{civ}_blacksmith structures/{civ}_kennel structures/{civ}_government_center structures/{civ}_statue structures/{civ}_temple structures/{civ}_temple_vesta structures/{civ}_arch structures/{civ}_theatron structures/{civ}_library structures/{civ}_lighthouse structures/{civ}_apadana structures/{civ}_prytaneion structures/{civ}_army_camp structures/{civ}_fortress structures/{civ}_catapult structures/{civ}_wonder </Entities> </Builder> I did this thinking it would work, since something almost exactly the same works for the ProductionQueue element for training units: <ProductionQueue> <BatchTimeModifier>0.8</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}_infantry_spearman_b units/{civ}_infantry_pikeman_b units/{civ}_infantry_swordsman_b units/{civ}_infantry_javelinist_b units/{civ}_infantry_slinger_b units/{civ}_infantry_archer_b units/{civ}_infantry_crossbowman_b units/{civ}_cavalry_swordsman_b units/{civ}_cavalry_spearman_b units/{civ}_cavalry_javelinist_b units/{civ}_cavalry_archer_b units/{civ}_cavalry_crossbowman_b </Entities> <Technologies datatype="tokens"> training_levy_infantry training_mobilization training_total_war </Technologies> </ProductionQueue> See, when training units it just picks the right units based on what is available for the civ. Can this be extended to the <Builder> component too? Otherwise I get this nastiness: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_barracks_aux.xml" ERROR: Failed to load entity template 'structures/chin_barracks_aux' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_elephant_stables.xml" ERROR: Failed to load entity template 'structures/chin_elephant_stables' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_embassy_celtic.xml" ERROR: Failed to load entity template 'structures/chin_embassy_celtic' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_embassy_iberian.xml" ERROR: Failed to load entity template 'structures/chin_embassy_iberian' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_military_colony.xml" ERROR: Failed to load entity template 'structures/chin_military_colony' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_rotarymill.xml" ERROR: Failed to load entity template 'structures/chin_rotarymill' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_pillar_ashoka.xml" ERROR: Failed to load entity template 'structures/chin_pillar_ashoka' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_wallset_short.xml" ERROR: Failed to load entity template 'structures/chin_wallset_short' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_wallset_siege.xml" ERROR: Failed to load entity template 'structures/chin_wallset_siege' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/chin_stables.xml" This can be done to the public mod templates too, if we can get this to work. One benefit, besides template cleanliness and consistency, is that you can now put the RotaryMill, for example, in the GUI next to the Farmstead where it belongs, whereas currently it's put at the end of the GUI list with the Fortress because the tokens are always added to the end.
  9. Yes, not sure why they are so resistant to simply making the catapults outrange towers. It's probably because towers have ridiculous range as it is...
  10. Johnny_Cash. Warning: It's a pretty noob game.
  11. Dat Skiritai spam. OP much? Just played a 4 player FFA. Haven't played core game in a while. I eventually won, but the game was a mess. Buildings take so long to build it's very frustrating. A big chunk of my time spent coaching a newbie how to play. lol. In the game setup page I promised to kill him last. I keep my promises. XD 2017-06-04_0001.zip
  12. Okay, you convinced me. Especially about the Weiyang Palace scenario, which could also make a great skirmish map, or "Capture the Wonder" scenario. Anyone else have any thoughts?
  13. I understand your reservations about the size, but really, everything is scaled down in one way or another, right? Wouldn't Mingtang Biyong, plus a wall and gate, a courtyard, some towers, and beefed up a little bit, more elaborate, make for a good approximation of Weiyang Palace? I'm not against Mingtang Biyong being the wonder. It's just Weyang is more wondrous. "Government Center" is just a generic name, really. It conjures up images of the Chinese being obsessed with government administration. Perhaps Administration Center sounds better, though it's still generic. It doesn't really represent the Emperor himself, but rather the massive civil service arrayed below him, personified by the 9 Ministers. I could see building one being a prereq for Champions though. Can't wait to see what you come up with for the corral and market, especially.
  14. No problem. Specifically, I am doing this for the DE version of the Han, but the Terra Magna guys are more than welcome to take anything and everything I do for their own mod. Are you willing to do some more concept art? I think the Han need a Wonder, definitely. General idea is that it should be the Weiyang Palace. Since it's longer than it is wide, it could have the same footprint as the Ptolemies wonder or maybe slightly bigger.
  15. Specific Name: YĆ¼ Lin Generic Name: Feathered Forest Guards Weapons: Cavalry Lance and Cavalry Bow, can switch using DE's upgrade system; I'd say they are trained as Lancers. Description/History: ? @Ayakashi: I just read a bunch of Wikiwand articles about the Han, their government, their army. Those were my sources. There is a lot of little hints and tidbits in those articles that can be gleaned to get an idea of things, but a lot of it isn't openly spelled out for us. We have to infer a lot. <political opinion> Sadly, the Cultural Revolution did a lot of damage to primary sources. </political opinion> About the Government Center, I was thinking of doing this: It would train Ministers, limit of 9, who empower better gathering rates and other bonuses via auras. Buildings would research faster in their aura, etc. 9 of them for the 9 ministries of the Han Dynasty. They'd become an integral part to the player's economy. 1 Minister would be the civ's special starting unit. I'd also move all the techs from the Civic Center, except phasing, to the Government Center. Lastly, I was thinking of moving the Chariot from the Fortress to the Government Center to give it a late game military feature. The Fortress would still house the 2 non-Liu Bang heroes*, 2 champions -- 1 cavalry and 1 infantry, and 2 siege engines and Fortress upgrades. I also will add a new tech pair to the Fortress: Northern Army vs. Southern Army. The Northern Army is the professional army of the empire, while the Southern Army is more militia in nature. 9 Ministers https://www.wikiwand.com/en/Nine_Ministers https://www.wikiwand.com/en/Government_of_the_Han_dynasty#/Nine_Ministers - more thorough than the "main" article, ironically. Northern Army and Southern Army Distinction https://www.wikiwand.com/en/Government_of_the_Han_dynasty#/Standing_army_and_army_reserves
  16. http://www.moddb.com/mods/0-ad-delenda-est/downloads/delenda-est-alpha-21-release A22 is going to be 10x better even without fundamental changes in gameplay.
  17. My laptop is 5 years old. Wasn't top of the line back then either. Just has a graphics card. The game runs at about 50-60 fps, but spikes and falls between 30 and 100 fps depending on what the AI is doing.
  18. No, I have no torrent available. Just directly downloads. Do you only have Alpha 21?
  19. For downloading torrents, try qBittorrent. It's open-source and cross-platform. https://www.qbittorrent.org/
  20. https://www.wikiwand.com/en/Thracian_treasure https://www.google.com/search?q=Thracian+pegasus&safe=off&rlz=1C1CHFX_enUS543US543&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwjzqY6HoKHUAhUm_4MKHZZBBmYQsAQINA&biw=1600&bih=721
  21. Look up Jason of Pherae and his son, Alexander of Pherae. Thessaly was briefly one of the strongest polities in Greece under their leadership.
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