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fatherbushido

WFG Retired
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Everything posted by fatherbushido

  1. There is a reported problem for packable ranged siege engine (without formation). Perhaps your problem is only that one, perhaps it's another one. Perhaps it's both.
  2. (One thing would be also to set 0 0 0 to main attack stat and move them all to splash damage.) (And perhaps point attack instead of ent attack, though that should be discuted if the change is worth.)
  3. That one should be good. It can be polished from code point of view (and needs to be check for completeness). patch.diff
  4. Index: binaries/data/mods/public/gui/structree/load.js Thx for testing @wowgetoffyourcellphone Index: binaries/data/mods/public/gui/structree/load.js =================================================================== --- binaries/data/mods/public/gui/structree/load.js (révision 19732) +++ binaries/data/mods/public/gui/structree/load.js (copie de travail) @@ -48,6 +48,8 @@ function loadStructure(templateName) { + if (!Engine.TemplateExists(templateName)) + return null; let template = loadTemplate(templateName); let structure = GetTemplateDataHelper(template, null, g_AuraData, g_ResourceData, g_CurrentModifiers); Index: binaries/data/mods/public/simulation/components/Builder.js =================================================================== --- binaries/data/mods/public/simulation/components/Builder.js (révision 19732) +++ binaries/data/mods/public/simulation/components/Builder.js (copie de travail) @@ -42,7 +42,10 @@ return entities; let disabledTemplates = cmpPlayer.GetDisabledTemplates(); - return entities.filter(ent => !disabledTemplates[ent]); + + var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); + + return entities.filter(ent => !disabledTemplates[ent] && cmpTemplateManager.TemplateExists(ent)); }; Builder.prototype.GetRange = function() That one should apply properly. Highly experimental (not tested) for the structree part
  5. Index: binaries/data/mods/public/simulation/components/Builder.js =================================================================== --- binaries/data/mods/public/simulation/components/Builder.js (révision 19732) +++ binaries/data/mods/public/simulation/components/Builder.js (copie de travail) @@ -42,7 +42,10 @@ return entities; let disabledTemplates = cmpPlayer.GetDisabledTemplates(); - return entities.filter(ent => !disabledTemplates[ent]); + + var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); + + return entities.filter(ent => !disabledTemplates[ent] && cmpTemplateManager.TemplateExists(ent)); }; Builder.prototype.GetRange = function() That should work.
  6. You mean that in Builder there is an error and that it's not just skipped? If so, it should be easy to fix/change. For the gui you can also remove and readd tokens to have it in the right place (which is awfull :p). For example if you have A B D and you want to insert C, you need to do -D C D or something like that. (In general, I am - it's only personal and not really related to that post- more for adding things where there must be instead of removing things or having easter egg popping up. I think more of ProductionQueue list talking of that.)
  7. @IkkeTM You found some infos in the Learn To Play / History part of the starting screen: many of them are planed or abandoned things.
  8. Well the problem is your custom https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/components/Player.js
  9. @wowgetoffyourcellphone: btw you don't have a player_gaia template?
  10. For #1, I will check it's perhaps indeed related to the glory cost. @wowgetoffyourcellphone: Did you its 'trueprice' in that json file? edit: uhm yes you did https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/data/resources/glory.json
  11. @wowgetoffyourcellphone: It was Servo who said that, not myself ;-)
  12. There is several issue, one is mainly a code issue. It should be better in a22 (due to a prepare time for melee attack).
  13. There is some missing features and to allow people to have a playable alpha demo, there are some workaround. Currently for heavy spear cavalry, it's mainly a big speed which is used as a (perhaps) temporary workaround for charge. (see one sphyrth comment above). (In the same way, currently Alexander and a seleucid hero share the same actor which is not exactly historically accurate. It's a placeholder.) So yes there will be some different (and perhaps strange) metas in all the alpha versions, but anyway all those things change each alpha and are aimed to change when feature are (will be) added. I hope everybody is happy to have a 'playable as soon as possible' alpha game ;-)
  14. A quick message to support you all. I am hurry to play 1000ad on a22.
  15. @wowgetoffyourcellphone: mainly knowing what should be displayed where. (Stats, history, techs...), so a clear design mockup.
  16. @wowgetoffyourcellphone: Yes it's ugly to have those duplication (which resulted in not updating things...). We need a clear view about structure tree, those civ page, displaying history and that unit vizualization (I havn't that clear view :p). (See also #3212 for related discussion).
  17. I have one such replay with Vercingetorix played on 2017-01-01(a21) 2017-01-01_0002.zip
  18. I just read your post quickly but it was expected in the rewrite to not move at range when attacking (but at middle of min - max range) (that's what I understood last time I read the patch).
  19. @jonbaer There is no a phase notification rP19445
  20. There was something of the same kind 'planned' "first to reach 10 000 metal" (or any number of a ress).
  21. @Pyrophorus For the Capture thing, it should be fixed sooner or later. If you really want do it, you have to see that in your mod, something like (provided without warranty) should do the job: Index: binaries/data/mods/public/simulation/components/UnitAI.js =================================================================== --- binaries/data/mods/public/simulation/components/UnitAI.js (révision 19609) +++ binaries/data/mods/public/simulation/components/UnitAI.js (copie de travail) @@ -2013,7 +2013,7 @@ // BuildingAI has it's own attack-routine var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI); - if (!cmpBuildingAI) + if (!cmpBuildingAI || this.order.data.attackType != "Ranged") { let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); cmpAttack.PerformAttack(this.order.data.attackType, target); For the second thing, what do you mean by specs? For the documentation, You will find many things here https://trac.wildfiregames.com/wiki, for example https://trac.wildfiregames.com/wiki/Aura_Templates https://trac.wildfiregames.com/wiki/Technology_Templates https://trac.wildfiregames.com/wiki/Mod_Layout are relevant page. The xml entries documentation is currently not online but I attached it as an html page. entity-docs.html
  22. @temple: do you want to provide a patch for (1) or do you want we take that over?
  23. Good luck for your project! Always nice to have mods.
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