Romulus Posted January 3, 2014 Report Share Posted January 3, 2014 (edited) I should mention that when you open up the actor editor in alpha 15 on Windows it stops 0.A.D from working by presenting this error messageI'm not posting for help, as I did get things working, but for the less savvy users out there will pose problems Edited January 3, 2014 by Romulous Quote Link to comment Share on other sites More sharing options...
Romulus Posted January 3, 2014 Author Report Share Posted January 3, 2014 I'll get the logs now, just a sec Quote Link to comment Share on other sites More sharing options...
Romulus Posted January 3, 2014 Author Report Share Posted January 3, 2014 (edited) Ah my bad .... I just noticed something ;/UAC............... I only noticed this now....ActorEditor is accounting conflict between accessing various files blocked by UAC lol Edited January 3, 2014 by Romulous Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 3, 2014 Report Share Posted January 3, 2014 I ever ask this to myself, actor editor what I can do with this app? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 3, 2014 Report Share Posted January 3, 2014 Instead of editing the actor files (like this: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/units/athenians/cavalry_swordsman_b.xml) by hand, you can use the actor editor to edit it. Though I never use the actor editor. I prefer to just edit it by hand with a good, general text editor. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 3, 2014 Report Share Posted January 3, 2014 Instead of editing the actor files (like this: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/units/athenians/cavalry_swordsman_b.xml) by hand, you can use the actor editor to edit it.Though I never use the actor editor. I prefer to just edit it by hand with a good, general text editor. yeah that I'm thinking, but I can change "easily" a amor for a spear or a human animation like firing javelin for melee sword? Quote Link to comment Share on other sites More sharing options...
Romulus Posted January 3, 2014 Author Report Share Posted January 3, 2014 vi *.xml ... I'm just messing on Windows, and I'm lazy okay? lol So Lion you see where I'm going huh? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 3, 2014 Report Share Posted January 3, 2014 vi *.xml ... I'm just messing on Windows, and I'm lazy okay? lol So Lion you see where I'm going huh? Is more easy, for non programmer mind, if I make a syntax mistake in the code, is hard to fix myself. Quote Link to comment Share on other sites More sharing options...
Romulus Posted January 3, 2014 Author Report Share Posted January 3, 2014 (edited) No I meant swapping swords for javelins using the velles animation. Probably edit the projectile too make it look like a pilumIs more easy, for non programmer mind, if I make a syntax mistake in the code, is hard to fix myself.Just make duplicate file backups... Edited January 3, 2014 by Romulous 1 Quote Link to comment Share on other sites More sharing options...
Romulus Posted January 3, 2014 Author Report Share Posted January 3, 2014 Does anyone know if velles can throw javelins over walls?I really have not tested this... Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 3, 2014 Report Share Posted January 3, 2014 Does anyone know if velles can throw javelins over walls?I really have not tested this... yeah, all projectile units can do it. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted January 3, 2014 Report Share Posted January 3, 2014 Calculating obstructions in a battle is far too CPU intensive. It would also need to be rather exact (they could fly through a fence, but not a wall etc). So it's just kept simple, and let all projectiles fly through everything. Quote Link to comment Share on other sites More sharing options...
Romulus Posted January 3, 2014 Author Report Share Posted January 3, 2014 (edited) Calculating obstructions in a battle is far too CPU intensive. It would also need to be rather exact (they could fly through a fence, but not a wall etc). So it's just kept simple, and let all projectiles fly through everything.Indeed. Could just put units on walls and let them attack from there. Like Stronghold crusader? I tell you what would be cool, is if we can put Roman balista units on walls and wall towers Edited January 3, 2014 by Romulous Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 3, 2014 Report Share Posted January 3, 2014 The Ai know where is the player, so they know where is all player building. If we fix this be can reduce range of sight of these units.The wall only be attacked but if a unit can " see trought them, cannot attack a building behind that. Quote Link to comment Share on other sites More sharing options...
Romulus Posted January 3, 2014 Author Report Share Posted January 3, 2014 Hmmm You don't need to change that. The AI can attack building on the wall but only with ranged units. Your ranged units on the wall are immune to swordsmen and melee 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 3, 2014 Report Share Posted January 3, 2014 HmmmYou don't need to change that. The AI can attack building on the wall but only with ranged units.Your ranged units on the wall are immune to swordsmen and meleewe don't have units on the wall but, yes we have in the other side. Quote Link to comment Share on other sites More sharing options...
Romulus Posted January 3, 2014 Author Report Share Posted January 3, 2014 I know we don't have have units on walls but I'm saying it would be great if we did.Actually I'm going to put that in the wish list Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 3, 2014 Report Share Posted January 3, 2014 Seriusly is big task, they put this one, as one of last features, is cut from Part I to part II. after first 1.0 0 A.D. Quote Link to comment Share on other sites More sharing options...
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