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wowgetoffyourcellphone

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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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?
  3. 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" }
  4. 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" }
  5. 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.
  6. 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?
  7. Hmm, don't forget some of the Iberian textile texture to unify the set.
  8. Thinking of gameplay, I'm not too much sure about cash crops, because metal mines are supposed to be a limited resource to make fight over between players. And if you start to run out of metal mine, you can trade for the metal with vulnerable trade route that can be raided. A cash crop thing can just sit behind your walls and generate metal without danger or fighting over it. Just some thoughts.
  9. Post some good stuff. Especially the basic unit Celt stuff need upgraded. I know this only because Enrique ask me at one time to update the unit actors and I notice the Celtic units need much help.
  10. Lots of good stuff coming in the next alpha, for public and DE.
  11. In my mod, there is Cult Statues that you can praise. Praising these statue--and killing enemy units-- gains you the Glory resource. With it, you can train heroes, resewarch special technologies, and build Wonders to unlock Empire Phase.
  12. I agree. I am think 2 or more level of zoom. Near--standard-- and far -- my setting.
  13. Try your skills in Gimp or Photoshop at make texture. At RTS zoom, super-super-high-pro texture aren't needed. So, experiement and grow and try to see what tyou can accomplish. Use CC-BY-SA 3.0 or better -- free -- texture as reference.
  14. I think the top roof is useless, get rid of it and let's see a render.
  15. For zoom, I suggest the developers try these as default setting: view.zoom.min = 45.0 view.zoom.max = 200.0 view.zoom.default = 100.0 view.fov = 45.0 Corrals will be improve. In final version, you can train sheeps or cattles and then "garrison" them into the corral for a free food trickle, or you can slaughter them for food. I think auto-queue in general is a bad idea, but for the corral I think would be very nice! I think developer should implement auto-queue as a toggle feature in the templates--and public mod only use it for corral. Also, i would like a cool tech, maybe "Chicken Coop" that spawn free chicken for eating.
  16. oops, 5 free unit not enable yet for Macedonians. I think spawningh would be a good feature to have. For the mace bonus, and also I think a cool tech can be "Town Militia" which unlock where X number of militia units spawn whenever one of your building is captured or destroyed like -- like Poseidon in AOM.
  17. I think mayorcete was using corinthian isthmus random map.
  18. I think Romans call them Gauls, Greek call them Keltoi.
  19. Okay, 4 months away. Pioint is guy we have time to make all animation and add all the portrait,. haha
  20. This also have to do with footprint size I think. In some building, the height of the foorprint might interfere with rally point click.
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