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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. I've switched the naming conventions to that of 0AD and the AI seems to be working mostly fine. Their build up workers and houses and barracks and guard towers and everything. However, neither of my two factions have fields or corrals so every once in awhile they are trying to build them and the AI freaks out with a looping error: <p class="error">ERROR: JavaScript error: simulation/ai/petra/worker.js line 836<p class="error">ERROR: JavaScript error: simulation/ai/petra/worker.js line 836 let maxGatherers = gameState.getTemplate(gameState.applyCiv("structures/{civ}_field")).maxGatherers(); Is there anyway I can make it so the game just ignores this part of the AI since these two factions do not have fields or corrals?
  2. Some of my factions are going to have few, if any buildings similar to the 0AD scheme other than a civil center. One of my factions is composed entirely of giant walking creatures that spawn units instead of buildings. I suppose I can try and use the same naming convention for those, hopefully it will work out. Is it possible to have faction specific AI that is tied to the Petra AI? It might help out with some of the more asymmetrical factions that don't use houses and fields and the normal selection of buildings.
  3. Yeah it looks like this line is the problem: let plan = new m.ConstructionPlan(gameState, "structures/{civ}_house"); I checked in the config.js file, and put this in: this.buildings = { "ai_buildfield": { "default": [], "hylian": [ "structures/hylian_farmsteadA" ], "gerudo": [ "structures/gerudo_pigfarmA" ] }, "ai_buildhouse": { "default": [], "hylian": [ "structures/hylian_housesA" ], "gerudo": [ "structures/gerudo_housesA" ] }, }; and then changed the headquarters line: let plan = new m.ConstructionPlan(gameState, ai_buildhouse); However it still doesnt seem to work. Is there something I'm doing wrong here? All of my factions use radically different buildings that use very different templates, so they can't all use the {civ}_building naming method.
  4. I've got another question. I sort of expected this to happen, but when one of my two factions is an AI player the AI does nothing and continues to post a looping error: <p class="error">ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2</p> <p class="error">ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2</p> I'm going to take a guess and say that the AI is not able to determine which building is the Civic Center? Regardless, anyone have an idea of why this might be happening?
  5. Ah ha, thank you very much. I'll mess with these and see what I can do.
  6. I can't seem to find any of these files in any of 0AD's folders.
  7. I'm looking at the ship templates, the only clue I can find is in template_unit_mechanical_ship, the same thing I posted: <Position> <Floating>true</Floating> <TurnRate>3.0</TurnRate> </Position> No matter how high I change the turn rate all my units spin almost instantly.
  8. I have a few questions on some things I can seem to figure out" 1. How can I edit the turn rate of units so they are slower? I tried messing with this: <Position> <TurnRate>47.0</TurnRate> </Position> But my units still seem to turn almost instantly instead of slow and smooth. 2. Is there a way to change how quickly a specific projectile vanishes after it hits the ground? I have a few magic based attacks in the game that linger around on the ground too long after they hit. Some I need to vanish instantly like lightning bolts. 3. Is there a way to control the flying arc of certain projectiles? Some of my magic based attacks should not be arching through the air like arrows. My lightning bolt attacks should fly in a straight line at targets. 4. This was brought up earlier, but what file controls animation sets and definitions? The file that controls things like "Idle", "Walk", "Run", Attack_Ranged" etc. I can't seem to find any file that defines these and I'd like to create a swimming and spawning set for animations. 5. What file defines and controls damage types like Hack, Pierce, etc? I'd like to add a Magic damage type and resistance to. I might end up doing that then. Sometimes the fact that 0AD is open source slips my mind.
  9. Well, I've gotten most of the units for the second civ (The Gerudo) and their animations in the game: Here's a bit more details on their units: And some more screenshots of their unit variations:
  10. Forums are not letting me edit my last post to combine this and avoid double-posting, my apologies What files control animation conditions?
  11. I'm going to have to wait on getting aquatic units looking properly then. I intend to have a full public release of the first two factions in the next month or so and a shift to the dev version might make it too hard for casual players to download and play the mod. Unless of course 0AD plans on releasing a new version sometime in the next month, but I suspect not since they just released 0.22 a month ago.
  12. I'm having a bit of a problem using this for my land-to-water units: <Position> <Floating>true</Floating> </Position> The problem being that they walk on top of the water rather then in the water: Is there perhaps a way I can add a new animation class, perhaps called "swim" that triggers if a unit is on water? I'd really love to have swimming animations for my aquatic units rather than walking and running on water.
  13. I got all the buildings for the second faction, the Gerudo, all finished up:
  14. For those unfamiliar with Hyrule or the Total War version of my game, here's a list of the factions that I'll be porting over and a brief summary of their armies and abilities:
  15. I'm trying to make units that are able to walk from land and into water and vice versa, though I'm having a bit of a problem figuring out how. The closest I've gotten to is this bit in some of the ship templates: <UnitMotion> <PassabilityClass>ship</PassabilityClass> </UnitMotion> Is there a component file that perhaps defines Passability Classes?
  16. Another question, is there a way to make it so a specific music theme plays first when you are a faction, and then randomize the rest of the music like at the main menu? I tried replicating the way it's done for the main menu music, but the civ's json file will no longer load: "Music": ["hylian_theme1.ogg" , "Type":"peace"].concat(shuffleArray([ "hylian_ambient1.ogg", "Type":"peace", "hylian_ambient2.ogg", "Type":"peace", "hylian_ambient3.ogg", "Type":"peace", "hylian_ambient4.ogg", "Type":"peace", "hylian_battle1.ogg", "Type":"battle", "hylian_battle2.ogg", "Type":"battle", "hylian_battle3.ogg", "Type":"battle", ])),
  17. That's a bit unfortunate, and kind of weird since actor files show up in Atlas fine even when in their own folders. Not too big of a deal though I'm kind of wondering though, how does one set a map in Atlas to be a Skirmish map instead of Scenario?
  18. I have a question In Atlas, all of my entities show up only if I put them in the matching folders (Units for units, Structures for structure, etc). The problem is I have much more organization for my files, each faction has its own unit and structure folder (for example, simulation/templates/units/hylian). None of them show up in Atlas as entities when they are in their own organized folders. Is there a way to get Atlas to look in these folders instead of being limited to Units and Structures?
  19. I have a discord channel at the moment, though it was originally meant for the Total War version of the mod: https://discord.gg/TyhvujD
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