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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Why do ram attack soldier again anyway? What was rationale for that change?
  2. Sorry friend. Looks like I had: <VisibleGarrisonAllowedClasses datatype="tokens"> Infantry+Ranged Siege+BoltShooter </VisibleGarrisonAllowedClasses> In my wall templates which made the game mad at me. So, the original rand problem is been fix and the walls are just a patch/mod problem on my end (I was testing a patch from Trac).
  3. Thanks. The updated EXE gets rid of the error dialogs (progress!), but still does not like VisibleGarrison.
  4. Yes, maybe a slider to lessen or increase the effects of the heightmap. +100 points if this can be show in real-time.
  5. Happens upon map load after choosing to start match in gamesetup screen. Loading screen appears, then these error dialogs. I hit suppress and get these: Choosing suppress again crash the game at 100% map load. Happens all civs I have try, all maps I have try. EDIT: This time the map and match load!! Okay, so I select some soldier and I get all these error messages (copied from interesting log):
  6. Yes, the autbuild that posted 10 hrs ago. Got Atlas to start. Seems it really really do not like VisibleGarrisonPoints on walls for some reason. I don't know if it realated or a symptom or cause.
  7. Latest autobuild too give me the same rand error after a lot of these error: ERROR: No animation found ERROR: No animation found ERROR: No animation found ERROR: No animation found ERROR: No animation found EDIT: Got Atlas to start. Seems it really do not like VisibleGarrisonPoints in my walls.
  8. Thanks to new code added to the game, I am able to complete my blacksmith tech trees with "Forging" and "Metallurgy" techs. Forging Reduce the cost of Blacksmith techs by -25% and unlock all other blacksmith techs. Research time: 40s Metallurgy Reduce the research time of Blacksmith techs by -50% and unlock all other blacksmith techs. Research time: 20s So, neither cost resources, but you must choose one or the other in order to start researching scrumptious techs at the blacksmith.
  9. The placement of the Royal Peltasts in the battle line indicate that they are heavy phalangites like the others in the line. This indicate to me that the small round shield carry by the phalangites (pikemen) was called a pelta/pelte. Seems "pelte" was the word for any small shield, not just the crescent shield of the skirmisher. Aspis just mean shield but I have seen indicate a large shield like the one Hoplite carry. Hoplon seem to have been the general word for weapons and armor. The kit of a warrior is called Panoply. Pan = All, oply = derived from same word base as hoplon for weapons and armor. This is all armchair supposition on my part.
  10. Yep, do dis. Also, players colors should be more saturated overall (and contrasty). Here are the player colors for my mod:
  11. Also, if you see here, you will see player things are above everything else: Same should be for 0 A.D. minimap. Trees are not so important to be above any player thing (like territory lines).
  12. Not correct. The small shield is the pelte. Evidence that later elite heavy phalangites were called the Royal Peltasts.
  13. Minimap is quick reference, not comprehensive. Bright orange color or brown color can denote food resiurce and player investigate with camera. In AOE 3 there was also some minimap notification when your scout found certain type of resource. 0 A.D. can expand on this idea. (the game lack many kind of notifications overall, perhaps a dedicated thread to this)
  14. Well, I did not say game should not be have visible garrison. I say to make it simple.
  15. Corrals may need redesign if you guys really want sheep and horses and other animal to show up when captured and coprralled.
  16. I hope this is what you need. templates.zip
  17. I am not talking about Bonus' definition in Latin, I am talking about it's English context in a video game. "Malus" has no English context at all except in science, which use Latin. In a video game context (or any similar context) a bonus is advantage given to a player or entity over another player or entity. A penalty is a disadvantage in a gaming context. In English.
  18. A mod would be good, like "Forgotten Empires" for AOK.
  19. And "malus" just mean "bad" in Latin. Otherwise, no use in Englisch. Bonus = a plus, a advantage Penalty = imposed disadvantage
  20. Patch works mostly as advertised. Small problems. It does not like that I have visible garrison points for gates. Throws error and does not validate the gate entity. It also did not like that I had the battlements aura inherited from template_sructure_defense_wall (it wanted to see the aura in the long and medium templates? This was a weird one and took forever for me to track down). It also really doesn't like that I have visiblegarrisonpoints in the Carth corral (leftover from when I tested sheep food trickle). ERROR: RelaxNGValidator: Validation error: (null):0: Extra element VisibleGarrisonPoints in interleave ERROR: RelaxNGValidator: Validation error: structures/cart_corral:1: Element GarrisonHolder failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'structures/cart_corral' ERROR: Failed to load entity template 'structures/cart_corral' ERROR: RelaxNGValidator: Validation error: (null):0: Extra element VisibleGarrisonPoints in interleave ERROR: RelaxNGValidator: Validation error: structures/imp_wall_gate:1: Element GarrisonHolder failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'structures/imp_wall_gate' (There are other non-realated problems with visible garrison points on gates, but that's a different matter)
  21. Great! I will try. I will see how modifying it like this works out: <VisibleGarrisonAllowedClasses datatype="tokens"> Infantry+Ranged Siege+BoltShooter </VisibleGarrisonAllowedClasses>
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