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Everything posted by wowgetoffyourcellphone
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All skirmish maps have one. At least 2 actually
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Capture a mercenary camp. Except for Romans, in reality catapults are built on-site. Romans had a siege train and even soldiers would carry individual parts for siegge wepons. That's why the Romans can pack their catapult while others cannot.
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Isn't already one with long sleeves?
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Here are the tech icons for the 7 sets of administration techs in the Imperial Court. The 8th tech slot goes to the spying techs. And then for each "level" I'll have a little I, II, or III, like this: The Administration areas will be, these, unless you guys have better suggestions! Civil Service Focus: Technology cost and research time Civil Engineering Focus: Building health and build time Ceremonial Administration Focus: Temples and Healers Nationalized Industries Focus: Resource gathering, at the expense of Market research costs and bartering Southern Army Focus: Citizen-Soldiers Northern Army Focus: Champions and Siege Weapons Naval Administration Focus: Navy What do you guys think?
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===[COMMITTED]=== The next big thing : Helmets
wowgetoffyourcellphone replied to lucas92's topic in Completed Art Tasks
I'd check out the smoothing on the pilos helmet. The front seems to goof up the specular. I'm also not sure about what is a good animation speed for the bows. They don't seem to match up right. -
===[COMMITTED]=== The next big thing : Helmets
wowgetoffyourcellphone replied to lucas92's topic in Completed Art Tasks
I may yet. I forgot they were here. -
===[COMMITTED]=== Order move indicator[Visual]
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Completed Art Tasks
There are some weird issues, true. But can be fixed. Probably too late for A22 anyway -?-, so will be perfect by the time A23 comes around. It's great to see progress though. It's has bothered me for a long time. lol -
Okay, with the Government Center, now renamed Imperial Court, for DE I'm going to come up with a brand new teching scheme, and then if Terra Magna guys like it, can be adopted by you guys! The Imperial Court will train the Nine Ministers, but will also have a tree of technologies like this: Economy Administration: +20% gathering rates, all resources Phase 2 Phase 3 Phase 4 Army Administration: -10% train time, +10% health, all soldiers Phase 2 Phase 3 Phase 4 ...etc. for a bunch of different areas of concern. Maybe a complete 8 sets! These Administrative levels can take the place of many technologies in the current tech tree and focuses it all on the Imperial Court, kind of like the University from AOK, but even more important. You "level up" different areas of your civilization in a completely different way than other civs.
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Terra Magna Infrastructure / Kushites Mod Integration
wowgetoffyourcellphone replied to balduin's topic in Rise of the East
Delicious. -
Help , where I can post this?
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Help & Feedback
Probably the Game Development & Technical Discussion forum. But perhaps @feneur could rename the Art Development forum to Art and Sound Development forum? What do they think. -
Heroes and Champion Unit for Han Dyanasty
wowgetoffyourcellphone replied to Mega Mania's topic in Rise of the East
Getting a weird recursion thing when I press and hold shift. -
Heroes and Champion Unit for Han Dyanasty
wowgetoffyourcellphone replied to Mega Mania's topic in Rise of the East
Champion archer switches to sword and back. -
===[COMMITTED]=== Order move indicator[Visual]
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Completed Art Tasks
public archive? -
===[COMMITTED]=== Order move indicator[Visual]
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Completed Art Tasks
Yep, looks like the diff has all the art files, but no template. -
Definitely a woman. Yeah, and it depends on what timeframe we're looking at for A22
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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
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@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
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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
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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.
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It's pretty obvious, actually. But
