-
Posts
10.649 -
Joined
-
Last visited
-
Days Won
522
Everything posted by wowgetoffyourcellphone
-
Nice FeXOR. What if we can make grass have "waves" in the wind? LIke the wind ripples through it? Could make large areas of grass look more aetheticaly pleasing than static grass terrain. Farming could be "difficult" if farmland is implemented. Steppes would simply not have the farmland terrain. I think choppable shrubs. Also, the map would still have trees, but sparse and clustered around water (like desert maps). So, speaking of wood resource, it would be very similar to desert maps, but the food resource would be different distribution. More berries and animals than desert, but no farmlands. (sorry for triple post, I thought forum would auto-combine them)
-
Extending Visible Garrisonning
wowgetoffyourcellphone replied to Stan`'s topic in General Discussion
I have been use propped units on fortresses for a while in my mod. The problems with unit AI can be fixed, so I don't think that would be a problem. I think ranged units should auto-attack the propped defenders while the melee units auto-focus on the building itself. Seems like easy change to the unit AI. Of course, the player can manually focus his archer onto the building if she wants to. About cycling, guys, think of ease of use first. Make the feature easy to use and not complicated. You are adding a new combat feature, so keep it simple and direct. Here's what I think about siege unit propping. Right now no one uses the bolt shooters. Why use bolt shooter right now? They're not unique enough. Let's make bolt shooters the siege that shows up propped when garrisoned. Rock throwers don't show up when garrison. So, now these two siege weapons have different uses and abilities. Garrison a bolt shooter on a ship and it show up on deck. A rock thrower is "too big" and is disassembled below deck for transport. Some kind of logic like this. (Maybe have extra late-game tech to allow rock throwers to show up propped.) Unit scalling when propped. No, don't do this. This will look dummber than if you just keep it way it is (although scaling as engine feature would be nice for many other purposes like FleXor said! Especially for trees, rocks, etc.). Instead, the towers on ships should be scaled up a little bit so the archer on top doesn't look dumb. It would be better to upscale the ship's tower than to have to scale all the propped units down (this is just example). Remember that the scale of soldier to structures is RTS scale. The "barracks" is about the size of my flat, haha, so scale is way off anyway. You guys have to think in RTS scale. For example, when I advocate battalions, I don't think in realistic scales, I think in RTS scales ("battalion" is 24 dudes, not 1000). So, when scale doesn't look "realistic" you have to remember that this is RTS game. As long as these scales are cohenrent in design a good aesthetic is achieved. Think of thing in aesthetics and authenticity, not realism and accuracy. There is my rant for the day. Achievement unlocked. Two more tier to my final form. -
===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
Using motif from Greek dock is good idea. No problem with that since Greek dock look like it get ideas from Piraeus ship shed. The bendy roofs are fine for rural building. I jusy see it elsewhere in the set too which made me think you made stylistic choice for whole set. -
===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
My major critique of your buildings is you make roofs bendy like a kids game (AOEO). Try to match style of other civs mang. Other than that your directions is good. For the dock, maybe put a trading ship and some upturned fishing boats? Blacksmith could have less of a wall, since others aren't so blocked off from the outside world. The corral is super good (probably the 1 or 2 building where a bendy roof is justified, is more rustic). I have no problem with the "temple" style in the back of the dock. Look at the Athens shipsheds in Piraeus (they use pseudo-temple style). Maybe these columns can be wooden versions of the ionic column. -
===[TASK]=== Differentiating Britons and Gauls
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Metal in general is expensive (compared to plant-base material). That does not mean warrior did not use it decoratively. I'm not saying the studs are accurate, only that the argument that they "don't do anything" has a blindspot. -
What word to use for negative effects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
-
What word to use for negative effects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
You guy use what you want. I don't even use any of these term in my mod (I just think Penalty sound way better than malus). Tooltips say like this: I think this the information player need (not a bunch of numbers). -
Any unit with a technology tree will throw error in struct tree. I think struct tree currently cannnot handle <Technologies> in the production queue for units. They should be put to the side, like unit with <Entities>.
-
===[TASK]=== Differentiating Britons and Gauls
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Except look nice, which is of grave concern to warriors everywhere (seriously). lindybeigeis good but he forget or has blind spots. For example, using checkered and swirly patterns doesn't do anything either, but the Celts liked to use them (but the Romans did not, they liked wolf motifs and eagles and Greek key). -
Chanakya also throw Struct Tree for loop. He has technologies, but struct tree currently do not like units with technologies.
-
Hrm. Still says it's "empty": "requirements": {"all": [{"tech": "phase_town" }, {"all": [{"notciv": "maur"}, {"notciv": "imp"}]}]}, I am perplex. Here is full tech: { "genericName": "Fertility Festival", "specificName": { "hele": "Thesmophoria", "mace": "Thesmophoria", "spart": "Thesmophoria", "athen": "Thesmophoria", "theb": "Thesmophoria", "rome": "Bonae Deae Festivitate" }, "description": "A festival attended by women-only, to celebrate female fertility. For example, the Thesmophoria was a festival held in Greek cities, in honor of the goddess Demeter and her daughter Persephone. The name derives from thesmoi, or laws by which men must work the land. The Thesmophoria were the most widespread festivals and the main expression of the cult of Demeter, aside from the Eleusinian Mysteries. The Thesmophoria commemorated the third of the year when Demeter abstained from her role of goddess of the harvest and growth; spending the harsh summer months of Greece, when vegetation dies and lacks rain, in mourning for her daughter who was in the realm of the Underworld. Their distinctive feature was the sacrifice of pigs. Whereas Bona Dea (or The Good Goddess) was a divinity in ancient Roman religion. She was associated with chastity and fertility in women, healing, and the protection of the Roman state and people. Her rites allowed women the use of strong wine and blood-sacrifice, things otherwise forbidden them by Roman tradition. Men were barred from her mysteries and the possession of her true name. The goddess had two annual festivals. One was held at her Aventine temple and the other was hosted by the wife of Rome's senior annual magistrate, for an invited group of elite matrons and female attendants.", "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200}, "requirements": {"all": [ {"tech": "phase_town" }, {"all": [ {"notciv": "maur"}, {"notciv": "imp"}] } ]}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "wives_festival.png", "researchTime": 60, "tooltip": "Unlock the ability to train women from houses.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Funny is the tech work just fine in a match.
-
That video showcase problem with GUI gamesetup behavior that have irk me a lot. Namely that the GUI does not remember the civs when switched between maps. This guy choose Romans, but he switch maps and hit start game thinking he was going to be Romans, but ah ha! civ was reset to Random when map changed. This behavior is not expect by many many Youtube players that I see.
-
Thanks for that sander. Looks like the problem is with the requirements in tech "unlock_females_house." WARNING: Empty requirements found on technology unlock_females_house Thiing is that the requirements are not empyt tho... "requirements": {"all": [ {"tech": "phase_town"}, {"notciv": "maur"}, {"notciv": "imp"} ]}, (imp is the civ for the Principate Romans, in case you wonder)
-
How about this when I try to look at structree? WARNING: JavaScript warning: gui/structree/structree.js line 249 reference to undefined property reqs.generic ERROR: JavaScript error: gui/structree/structree.js line 249 TypeError: reqs.generic is undefined selectCiv@gui/structree/structree.js:249:7 __eventhandler212 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:34:3 openStrucTree@gui/session/menu.js:664:3 __eventhandler189 (press)@civIconOverlay press:0:1 ERROR: GUI page 'page_structree.xml': Failed to call init() function Looks like a requirement is not being met or wrong requirement used for a Phase tech or unit. Hmm let reqs = g_ParsedData.techs[unit.required].reqs; if (g_SelectedCiv in reqs) phase = reqs[g_SelectedCiv][0]; else phase = reqs.generic[0];
-
Okay, thank you. This was the problem. It did not like the empty list.
-
And this in Atlas when I place anything: WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 ApplyValueModificationsToEntity@simulation/helpers/ValueModification.js:6:6 ValueModificationManager.prototype.ApplyModifications@simulation/components/ValueModificationManager.js:14:2 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 ApplyValueModificationsToEntity@simulation/helpers/ValueModification.js:6:6 ValueModificationManager.prototype.ApplyModifications@simulation/components/ValueModificationManager.js:14:2 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 ApplyValueModificationsToEntity@simulation/helpers/ValueModification.js:6:6 ValueModificationManager.prototype.ApplyModifications@simulation/components/ValueModificationManager.js:14:2 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 ApplyValueModificationsToEntity@simulation/helpers/ValueModification.js:6:6 ValueModificationManager.prototype.ApplyModifications@simulation/components/ValueModificationManager.js:14:2 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 QueryOwnerInterface@simulation/helpers/Player.js:207:6 Auras.prototype.CalculateAffectedPlayers@simulation/components/Auras.js:92:3 Auras.prototype.Clean@simulation/components/Auras.js:197:3 Auras.prototype.OnOwnershipChanged@simulation/components/Auras.js:386:2
-
I get this error immediately when open Atlas: WARNING: JavaScript warning: simulation/components/Auras.js line 48 reference to undefined property this.template._string ERROR: JavaScript error: simulation/components/Auras.js line 48 TypeError: this.template._string is undefined Auras.prototype.GetAuraNames@simulation/components/Auras.js:48:2 Auras.prototype.Init@simulation/components/Auras.js:14:6 LoadPlayerSettings@simulation/helpers/Player.js:50:8 WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6 Engine exited successfully on 2016-05-19 at 04:18:29 with 472 message(s), 1 error(s) and 2 warning(s).
-
Hi, I get this: WARNING: JavaScript warning: simulation/components/Auras.js line 48 reference to undefined property this.template._string ERROR: JavaScript error: simulation/components/Auras.js line 48 TypeError: this.template._string is undefined Auras.prototype.GetAuraNames@simulation/components/Auras.js:48:2 Auras.prototype.Init@simulation/components/Auras.js:14:6 LoadPlayerSettings@simulation/helpers/Player.js:50:8 WARNING: CCmpRangeManager: No owners in query for entity 11 WARNING: CCmpRangeManager: No owners in query for entity 920 WARNING: CCmpRangeManager: No owners in query for entity 921 WARNING: CCmpRangeManager: No owners in query for entity 922 WARNING: CCmpRangeManager: No owners in query for entity 923 WARNING: CCmpRangeManager: No owners in query for entity 925 WARNING: CCmpRangeManager: No owners in query for entity 926 WARNING: CCmpRangeManager: No owners in query for entity 927 WARNING: CCmpRangeManager: No owners in query for entity 928 WARNING: CCmpRangeManager: No owners in query for entity 929 WARNING: CCmpRangeManager: No owners in query for entity 930 WARNING: CCmpRangeManager: No owners in query for entity 931 WARNING: CCmpRangeManager: No owners in query for entity 932 WARNING: CCmpRangeManager: No owners in query for entity 933 WARNING: CCmpRangeManager: No owners in query for entity 934 WARNING: CCmpRangeManager: No owners in query for entity 935 WARNING: CCmpRangeManager: No owners in query for entity 936 WARNING: CCmpRangeManager: No owners in query for entity 937 WARNING: CCmpRangeManager: No owners in query for entity 938 Plus another 1000 errors and warnings. I know this is problem with mod, not regular game, because it only happen with my mod. Any thought? (I have not edited Auras.js)
-
===[COMMITTED]=== Achaemenid Siege
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
I like the battering motion. Very good job! Are new model smaller than old model though? I liked how big the Assyrian Ram was. Don't forget about player color. Also, would be cool for two models: One all wood, then upgrade to extra armor! Can do this in tech with actor swap! -
===[TASK]=== Differentiating Britons and Gauls
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
I just think if the helmet prop is move downward (just a little) and tilted forward (just a little) the helmets would look fine without extra work. Especially at RTS zoom and angle, the helmets being slightly too big is not problem, in fact many unit are identifiable by their helmets. But this may be because you are perfectionist you want a comprehensive fix, and I respect that Enrique. I just fear the additional work it will take from you when your immeeasurable talents can be of use elsewhere. (In related, I think all Corinthian-style helmetss need remodeled to fit the new heads and not need the old "face head".) -
What word to use for negative effects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Handicap or Penalty are best terms methink. Though, "Attack Handicap" sound weird. "Attack Penalty" sound better to me, YMMV. -
What word to use for negative effects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Is not game to have a encyclopedia or something like this with descriptions? Then terminology should be correct, common, and consistent! -
What word to use for negative effects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Bonus is a real English word, malus is not. -
===[TASK]=== Differentiating Britons and Gauls
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Hi. I think the shield look all wrong for javelinist. Maybe the round shield would be better. -
Does have AO map too? I think the little squares can be iron?