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Posts
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Posts posted by wackyserious
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1 hour ago, LordStark said:
Really impressed with the this mod and your continued progress. Good on you!
Thanks! Also looking forward with your mod too!
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1 hour ago, Grapjas said:
You need to define it in `templates/special/player.xml`.
IIRC you need to put the generic name of the unit without spaces.
How about setting a prerequisite to add more numbers, like how Briton war dogs are limited to a certain amount and can have more if you build a certain structure?
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How do I define a train/build limit in entity templates?
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The Guelphs and Ghibellines.
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1 minute ago, wackyserious said:
Stan mentioned the same thing in private message, so how do I fix this one? Thank you
Got it, added health tag, thanks!
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2 hours ago, Lopess said:
My reading may be wrong but he seems to complain about the lack of "Health" in "structures/west/guild_house"
Stan mentioned the same thing in private message, so how do I fix this one? Thank you
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3 hours ago, Stan` said:
Do you have the errors?
How do I copy the error logs again? Sorry
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I am having errors in-game with the new special structure that I made for the West faction, can someone help check what's not right in my files? Thanks!
Spoiler{
"type": "global",
"affects": ["Trader"],
"modifications": [
{ "value": "Trader/GainMultiplier", "multiply": 1.25 }
],
"auraName": "Guilds",
"auraDescription": "Provides +25% trade gain.",
"stackable": true
}
xiiiad\simulation\templates\structures\west\guild_house.xml
Spoiler<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_special">
<Auras datatype="tokens">
structures/west_guild_house_economic
</Auras>
<Footprint>
<Square width="20.0" depth="16.0"/>
<Height>8.0</Height>
</Footprint>
<Identity>
<Civ>west</Civ>
<SpecificName>Western Guild House</SpecificName>
<Classes datatype="tokens">CivSpecific</Classes>
<Icon>structures/tholos.png</Icon>
</Identity>
<Obstruction>
<Static width="18.0" depth="14.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/western/guild_house.xml</Actor>
</VisualActor>
</Entity>
xiiiad\simulation\templates\units\west\infantry_archer_b
Spoiler<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_infantry_ranged_archer">
<Builder>
<Entities datatype="tokens">
structures/west/tavern
structures/west/guild_house
structures/west/wallset_stone_low_curtain_wall
structures/west/wallset_stone_high_curtain_wall
</Entities>
</Builder>
<Identity>
<Civ>west</Civ>
<SelectionGroupName>units/west/infantry_archer_b</SelectionGroupName>
<SpecificName>Serf Archer</SpecificName>
<Icon>units/west_infantry_archer.png</Icon>
</Identity>
<Promotion>
<Entity>units/west/infantry_archer_a</Entity>
</Promotion>
<VisualActor>
<Actor>units/western/infantry_archer_b.xml</Actor>
</VisualActor>
</Entity>
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3 minutes ago, Stan` said:
Comes from the foundation actor.
What exactly to I have to do with the measurements of the tower?
<Footprint>
<Square width="1" depth="1"/>
<Height>4</Height>
</Footprint>
<WallPiece>
<Length>0.5</Length>
<Orientation>1.5</Orientation>
</WallPiece>
I see these two info but I don't exactly know how to match them and what to match them with? -
8 minutes ago, Stan` said:
Well for them to work you need the wall length to be exactly the size of the palisade. Is it the case ?
Ohh now I see why, it must be the wall set tower..
Also how do I remove the scaffolding foundation that automatically spawns when building tower, it seems to be coming from the parent template, how do I disable them in my wall set template?
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6 minutes ago, Stan` said:
You need to tweak the values.Maybe steal the ones for the palisades
Already using those stats, still it gives the errors, It can be constructed but hovering around will spawn errors
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5 minutes ago, asterix said:
Have you tried the buildable road which I mentioned earlier?
Not yet, I am also having placement distance errors with the wallsets, which I have no idea how to fix
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I already finished the art assets for the low stone curtain wall and already committed it in the repository, but I am having difficulties in making them buildable by the citizen-soldiers in game and making the faction recognize the wallset. Can someone kindly check the simulation files in the repository and help fix it so that I can test it in game. Thank you very much!
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Work in progress: Short stone curtain walls. (These are just actor files at the moment, plus I don't have any idea how to mess with animated gates, so I might not be able to do one or maybe just use the palisade gate as a placeholder)
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15 minutes ago, LordStark said:
Nice work!
I especially like the paths - is that something the player can create or is it something you put in the scene via the Atlas Editor?
Yes, these are decal actor files that @LordGood made sometime ago and are available in Atlas, just search for "path" in the actor files tab. :-)
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Slowly working on it, so far we now have village phase civic center, houses and a storehouse.
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XIII Century AD
in Game Modification
Posted
Steam Community :: Guide :: The Historical Character Guide