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Everything posted by wowgetoffyourcellphone
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Chanakya also throw Struct Tree for loop. He has technologies, but struct tree currently do not like units with technologies.
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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.
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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.
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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)
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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];
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Okay, thank you. This was the problem. It did not like the empty list.
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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
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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).
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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)
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===[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?
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btw I think use word "Penalty" instead of "malus" which is not real English word.
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===[TASK]=== Differentiating Britons and Gauls
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
256x256 for unit -
XMB Files : What are they for ?
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
Could wait to make that determination at the end of development cycle I think, when download size finally determined. Remember, some AAA titles are 10+ GB. 0 A.D. already saving ton space by not use pre-render cutscenese. -
===[COMMITTED]=== Slinger anims
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
This does look great LordGoo. Like Enrique said, only minor problem is with back foot (current Hoplite animations have this problem too haha). But you still get +1. the movement of the sling is good visual selling point. -
===[COMMITTED]=== Slinger anims
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
Maybe 1 more step in the anim for realism. Have left hand replace loose end of sling into throwing hand? -
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===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
Right, the name should be (is?) Temple of Apollo at Daphne. Then in description it can go into more detail of the Paradise. I think too the Seleucids can have some garden eye candy objects in the game. -
Hi guy. So, for civ bonuses and penalties. What would be best for performance of game? To use player aura or auto-research tech? Are they initiated by the match differently? Does the game treat them different or not at all? Same performance or is one less efficient than the other? Thank you. Performance is important to me. Here is example. In my mod I would like to give the Celt units -1 hack armor, but +10% movement rates. Would be best to use a player aura or to use auto-research tech?
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