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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. It didn't seem to work for some reason. Works as aura for Shipyard tho.
  2. HAHA nope. Errors a lot. ERROR: RelaxNGValidator: Validation error: special/player_athen:1: Element Auras failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'special/player_athen' ERROR: JavaScript error: uncaught exception: Player.js: Error creating player entity 1 Then a thousand more errors. EDIT: Sanderd is right.
  3. Getting this now, guys. ERROR: Error in timer on entity 9030, IID 89, function TimerHandler: TypeError: cmpObstruction.GetUnitCollisions is not a function Foundation.prototype.Build@simulation/components/Foundation.js:170:7 Builder.prototype.PerformBuilding@simulation/components/Builder.js:73:3 UnitAI.prototype.UnitFsmSpec.INDIVIDUAL.REPAIR.REPAIRING.Timer@simulation/components/UnitAI.js:2693:6 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274:29 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:3853:68 Timer.prototype.OnUpdate@simulation/components/Timer.js:100:4 Happen when I try to build a building. Anyone confirm? EDIT: Grabbed latest EXE and this particular problem go away.
  4. This aura I make is a team bonus. Attempt to make Delian League for Athenians team bonus work. Seems to work great now, really. You are right though, it attach to the Athenian dock (specifically Shipyard, my mod has 2 dock), not the abstract Athenian player.
  5. Wait. What? Was this function in the game all along or new? I mean adding code to the javascript files with the _mymod file? And btw, thanks for this quick fix. It was not an emergency, but it looks like it was relatively simple.
  6. Hey, it works! Small problem, it also affect the player too. I just want it to affect the ally. Possible?
  7. Thank you. I'll try it out and report back resuts. It seemed to be bugged when auras were in the template. Maybe fixed now.
  8. Hi guys. Would an aura script like this work? Thanks. { "type": "global", "affects": ["Warship"], "affectedPlayers": ["MutualAlly"], "modifications": [ {"value": "Cost/BuildTime", "multiply": 0.75} ], "auraName": "Delian League", "auraDescription": "Allied warships -25% build time as long as the Athenian player has a shipyard." } Should use MutualAlly or just Ally? Thanls.
  9. I feel like the wooden palisade models need to be rework to be as long as a standaard stone walls. The gate would be as wide as a stone gate too.
  10. There would be many differences, see my other posts.
  11. You are talking about too much micro (like WFG team member @sanderd17 said). I to come up with idea to include slaves with less micro that have at least chance of be implemented.
  12. Not necessary, IMHO. Better to keep it simple. Beside, in real life slaves lived in the house of their master (except state-owned slaves of course).
  13. Say a global pool @ 30 slave per player. Slaves get more expensive as limit get near. (start out @ 25 F, 25 M, when pool limit reach, last Slave cost maybe triple). 2 player match, global limit is 60. 3 player match, global limit is 90. etc. So you buy them and the limit goes 45/90, 46/90, 47/90, etc. When one dies one more become availabl. Since they are great gatherer, give them lifespan. In my mod the life span is about 8 minutes.
  14. Unfortunate, right now not possible to change build limit base on tech, only remove build limit. This because build limit is determine by the Player.js file, not the entity templates.
  15. Right. Enslaving specific unit is tedious micro (unless it happen automatically, I would still like Female Citizen to convert somehow, maybe when player defeated?). Better to make that part more abstract and make it some kind of pool.
  16. I have something like this in a mod: Male Slave (Servus) 25 25 1 Trained at Storehouse Gathers only. Good at mining and dying. Female Slave (Serva) 25 25 1 Trained at Farmstead Gathers only. Good at farming, foraging, and dying. Can only train 30 slaves. They slowly die as they live so you must replace them periodical. There are two tech relating to them. You can only choose one or the other tech. Slave Quarters 600 400 Slaves cost 0 population. Slave Markets 600 400 Slaves training limit removed. Instead of being trained at the storehouses and farmsteads, it would be neat to train them at Market with a global pool number that can be train. And then as the global limit is being reach the slaves start to cost more (supply and demand). That take quite some code though. Since the Principate Romans have a 100% professional army, the citizen concept is change a bit to this: Roman Citizen (Civis Romanum) 50 2 Trained at Civic Center Builds civic and economic buildings, gathers resources (but not very well). Very good at building. Because of greater health and great aura effect, cost 2 pop. "Slave Ownership" aura: Nearby slaves gather +25% faster. Range: 15 meters.
  17. I understand about reality of bow range, but this is video game where "large battles" only have about 100 men per side and you can build a city in mere minytes. And also like you kind of say already, archer in 0 A.D. have unlimited ammo. So, I think for range we should think about balance first.
  18. I think lots of ranges (like vision for example) are way too long in vanilla game as it is. In my mod Archer Infantry have 40 attack range. In vanilla the Archer Infantry have 72 attack range. This is too much. Similar ratio respect to vision range.
  19. I have experiment a lot with Delenda Est (local copy), by making it so only 1 arrow come from towers, fortress, etc. and only other arrows come from propped garrison units. For instance, you cannot pack a bunch of soldier into Fortress and get 20 arrows and soldiers stay safely inside Fortress. No, those unit who are archer show up outside on battlements and then they shoot at attacker. Arrow shooters are vulnerable to counterattack and as more defender archers die, fewr arrows for defense. Fortress become strong defense point, but does not have offensiveness without vulnerable archer on top. I have made so only archer or other infantry ranged garrison show up on battlement: This can be done easily for Wall turrets too. Only a few of the turret need redesigned for propped unit
  20. Alternative: Reduce wall turret range (and look into reduce Fortress range too). They are suppose to be defensive, after all, not offensive. This benefit all attacker units equally.
  21. I can let you use my merc camps and merc unit from Delenda Est, no problem. The merc camps cannot be destroy and and merc system work flawlessley.
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