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Everything posted by wowgetoffyourcellphone
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Right now it's just the flaming pigs. They slow down the elephant's attack and reduce their max health with aura.
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I can not destroy enemy buildings?
wowgetoffyourcellphone replied to Fransis's topic in Help & Feedback
Why not allow player to change the default? Can be either menu option or a toggle option in-game real-time. -
The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Very excellent presentation.- 1.040 replies
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- civ profile
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How the find the last few enemy units?
wowgetoffyourcellphone replied to balduin's topic in Help & Feedback
Depends what team call the tech. IMHO doesn't really matter which building. Civic Center, Fortress, Temple, whatever. -
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@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.
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@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.
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That didn't work, thoughn I had hope. Here are all my class-base tech. I deleted the celtic ones.
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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
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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.
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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?
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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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This should work, right? Thanks. { "genericName": "Tantric Fertility Festival", "description": "A festival attended by women-only, to celebrate female fertility.", "cost": {"food": 100, "wood": 0, "stone": 0, "glory": 100}, "requirements": {"all": [ {"entity": {"class": "Female", "number": 10}}, {"tech": "phase_village"}, {"civ": "maur"} ]}, "requirementsTooltip": "Requires 10 or more Women to be trained from the Civic Center first.", "icon": "hindu_kali.png", "researchTime": 60, "tooltip": "Unlock the ability to train women from houses.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" }
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I feel like this may be issue that if one tech is parsing badly, it screws the whole rendering when selecting anything. for example, here is requirement for one of my blacksmith tech: "requirements": { "all": [{ "tech": "phase_imperial" }, { "any": [{ "tech": "techs_blacksmith_cost" }, { "tech": "techs_blacksmith_speed" }] }] }, Okay, so I think I need to go through all of my tech and look for the class requiremet and make sure I've insert "entity": etc. and then get back to you. Sound like a plan? I mean, that could be the problem right? 1 or more tech do have have the etntity requirement correct, so screw up everything? I've seen this kind of thing before.
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http://trac.wildfiregames.com/changeset/19120 Okay, guy, cool update. Fixes strcutree requirements. So, I have to go into DE and fix my phase techs and others. I follow the example, but I get this when I select the civic center or any building with technology queue: ERROR: JavaScript error: gui/session/selection_panels.js line 834 TypeError: reqs is undefined g_SelectionPanels.Research.setupButton@gui/session/selection_panels.js:834:1 setupUnitPanel@gui/session/unit_commands.js:96:8 updateUnitCommands@gui/session/unit_commands.js:147:4 updateSelectionDetails@gui/session/selection_details.js:472:2 updateGUIObjects@gui/session/session.js:770:2 onSimulationUpdate@gui/session/session.js:713:2 __eventhandler60 (simulationupdate)@sn simulationupdate:0:1 What can I be missing? Do the new changes work with tech pairs correctly?
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Hmm, don't forget some of the Iberian textile texture to unify the set.