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Everything posted by wowgetoffyourcellphone
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[Part III] Faction: The Archaic Hellenes (776-480 B.C.)
wowgetoffyourcellphone replied to Zophim's topic in Aristeia
For champions, think really archaic. Maybe something like "Temple Guard" or "Palace Guard", and then maybe "Chariot Champion." Really give these Greek an old school feel. Bell cuirasses, Illyrian helms, barefeet, penis swag, dipylon and boeotian shields. -
The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Remember the barrel vault roof for some of the building.- 1.040 replies
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Impressions after first contact with 0AD
wowgetoffyourcellphone replied to asiga's topic in Gameplay Discussion
Original aoe1 is very primitive. I try play it a couple years ago and was very frustrating. -
Impressions after first contact with 0AD
wowgetoffyourcellphone replied to asiga's topic in Gameplay Discussion
The thing he spend paragraph talking about... -
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
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.- 1.040 replies
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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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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.