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Sebastián Gómez

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Everything posted by Sebastián Gómez

  1. Oh, I forgot to mention that I had to include that wallset_stone to temporarily fix the errors. It is not intended to be there since I don't want my soldiers to build walls. However, once you delete it, the errors shows up again. The next thing I know is that Spartan unit templates has this line "-structures/{civ}_wallset_stone" which indicates they can't build walls. This seems to be part of the conflict. Regarding those line, how the hell did they get there? Do you how to avoid doing that in brackets?
  2. I've attached my template_unit_infantry.xml file. Regarding the ones mentioned in the error, I haven't touched them. I'm not even using them. My achaean units are using Athenian actors. acha_infantry_spearman_b.xml template_unit_infantry.xml
  3. I didn't mess with any Spartan template. Just removed most of the structures from builder node in template_unit_infantry.xml as shown in my previous picture.
  4. I've successfully managed to 1) Make some structures buildable outside territory limits 2) Remove territory influence from all building 2) Remove resource gathering capabilities from soldiers 3) Reduce the number of structures soldiers can build: After achieving this last one I came across with 3 errors related to the game not being able to remove stone walls from the structures Spartans can build. Why's that? Only god knows. And hopefully some of you too. I've attached the error log file so maybe someone can take a look. Error Log.txt
  5. Maybe I hadn't understood the nature of skirmish maps, to be honest.
  6. That's very clear. I must say however that I find 0ad map system not very intuitive. I'd prefer to have all these skirmish and random maps in just one category, allowing the user to choose size, number of players and all common features for whatever map they choose. This again is just my opinion, and probably not everyone's. I'll try to revisit this topic in the future to see if there's something I can do in my mod.
  7. I could fix the error by using this lines: So what I could understand is that skirmish maps will always give you 2 melee units and 2 ranged ones by default, is it correct? I'll probably try to better understand all this thing about skirmish templates in the future. For now, I think I'm moving forward. Thank you guys for all the assistance provided today.
  8. Could you elaborate on this please? I'm afraid I'm not getting it. How does this SkirmishReplacements node work? Why does the game try to load this javelinist unit despite I didn't set it as a starting unit in my civ file? How can I control the number of starting units for skirmish maps? What's the purpose of life? Hope you can help me with some of these questions when you have some time
  9. Sure! I didn't do it at first cause I thought you'd rather use the github repository. acha.json
  10. No, it doesn't. I don't want javelinists for now. I went to SVN main folder D:\Installers\0AD\SVN then right click and selected SVN update. Erros about javelinist unit still appear,
  11. I haven't managed to understand how SkirmishReplacements node in civ files works. Could someone give me a hand? I'm trying to set my starting units as follows for both random and skirmish maps: - 1 cavalryman - 4 spearman - 4 workers Error log file attached Error log.txt
  12. Changing this line to <material>player_trans.xml</material> seems to fix the problem. Is this line correct I just want to use the color texture for now? By the way, I re-upload the error log file. Thank you so much Stan.
  13. hi @Stan`. I was wondering if you could take a look at this problem I'm having when trying to import a simple box into the game from 3ds max. The game crashes and shows an error dialog box every time I try to load the actor using the scenario editor. My 3ds max version is 2020. My workflow for creating this mesh was: 1) Create a box (10x20x5 approx) 2) Convert the box to editable poly 3) UV Unwrap 4) Convert to editable poly again 5) Enter Face mode (4), select all faces and re-scale to 2% of the size 6) Reset X-Form and collapse all 7) Select and export selected to Autodesk Collada (dae) using default settings. I know you were a 3ds Max user so maybe you could help me figure it out. Error log file is attached. I also started a GitHub repository where you could check the files. It on the "new-civ_achaeans" branch. Error Log.txt
  14. I'd say it's pretty simple to fix: You quit or get a crash/disconnection, you lose the points. After all, it's just a game.
  15. @Nescio I'll start creating a public repository as you suggested. Regarding the version of the game, I was using A23 for testing but the files I was using for building my mod were from A24. I suppose that could bring some incompatibility issues at some point. So I decided to start from scratch using just A24. I'll be back as soon as I have everything set up again.
  16. That's exactly what I've been trying to do since yesterday without success. I've tried with template_unit.xml and template_unit_infantry.xml. I just get a bunch of errors
  17. Hey guys, here I have another question: How can I remove all gathering capabilities from military units? I would like to delete the citizen-soldier concept from my mod so soldiers can only fight and build some structures.
  18. I'm not sure I got this exact part. Could you elaborate on this please? By deleting the node or by changing it to <TerritoryInfluence disable=""/> ? You said "Entities (e.g. structures) don't really need a <TerritoryInfluence> node". However, looking at rome_army_camp.xml I can see that's exactly what they did. They just added a <TerritoryInfluence disable=""/> line.
  19. Hey guys. Here I have a couple of questions: 1) How can I set up some structures so they can only be build OUTSIDE the initial territory limits? Edit: I tried adding a "BuildRestrictions" parameter to the simulation templates of these structures and set it no "neutral". Apparently it works. Should this be enough? 2) How can I prevent territory limits from being expanded every time a new structure is build? Edit: At least for houses, I tried modifying "template_structure_civic_house_big.xml" in "simulation\templates" as follow: Apparently it works too. Should changing this parameter be enough?
  20. Lion, muy bueno el post. Solo me quedó una pequeña duda con respecto a esto parte: Según entiendo esto sería como instalar Delenda para A24 en la carpeta de 0ad A23, cierto? Esto no causaría algún tipo de conflicto por ser versiones diferentes? Tal vez debido a nuevas características del A24 no eran posibles en el A23?
  21. oh! I forgot those instructions were already available. Thank you guys.
  22. @Stan` Nice. How can I start experimenting with it? Just putting this new minimap files in my mod folder?
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