niektb Posted April 5, 2014 Report Share Posted April 5, 2014 (edited) Okay, I started fixing some stuff.The first problem I encountered was that the Egyptians do not have a blacksmith, while the game expects it to have.Edit: as a temporary (unless there won't be blacksmiths ever) workaround I'll remove the Egyptian Blacksmith from the buildable building Edited April 5, 2014 by niektb 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 5, 2014 Report Share Posted April 5, 2014 (edited) Is obviusly the blacksmith was not planned in 0 A.D in that date ( a year ago) You can put actual ptolemaic. Edited April 5, 2014 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 5, 2014 Report Share Posted April 5, 2014 Cool. Shall we try to remove as many files as possible to have it more modular? Just like Sander said to extend where possible. Next weekend I will give it a try. Also I will actually start the Mod manager then. Prior to that I could put up a tool for simplyfying the design docs. Or we use Google Docs? I thinks it's no bad thing. Just like the Egyptian that Lion posted. This port is for Aristeia only, is it? Will have to think about how to best make Idanwins brilliant healer converting mod available for the public mod too. Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 5, 2014 Report Share Posted April 5, 2014 Cool. Shall we try to remove as many files as possible to have it more modular? Just like Sander said to extend where possible. Next weekend I will give it a try. Also I will actually start the Mod manager then.Prior to that I could put up a tool for simplyfying the design docs. Or we use Google Docs? I thinks it's no bad thing. Just like the Egyptian that Lion posted.This port is for Aristeia only, is it? Will have to think about how to best make Idanwins brilliant healer converting mod available for the public mod too.Maybe you could start by making it part of the full game so no issue with mods. 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted April 6, 2014 Author Report Share Posted April 6, 2014 I seem to encounter 2 more last errors (except conversion which I haven't tested yet, no idea how to do so)ERROR: JavaScript error: simulation/components/Attack.js line 399 ReferenceError: ApplyTechModificationsToEntity is not defined Attack.prototype.GetRange@simulation/components/Attack.js:399 BuildingAI.prototype.SetupRangeQuery@simulation/components/BuildingAI.js:106 BuildingAI.prototype.OnOwnershipChanged@simulation/components/BuildingAI.js:40ERROR: Script message handler OnOwnershipChanged failedThe Attack.js file needs to be updated, like the way Sanderd17 said to let changes in the main game have less effect on the mods.And something related to formations:ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/Box.xml"ERROR: Failed to load entity template 'Box'ERROR: JavaScript error: simulation/helpers/Commands.js line 1365 TypeError: template is undefined GetFormationRequirements@simulation/helpers/Commands.js:1365 CanMoveEntsIntoFormation@simulation/helpers/Commands.js:1377 GuiInterface.prototype.CanMoveEntsIntoFormation@simulation/components/GuiInterface.js:860 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2020That is likely due to the cause that the formations are moved to a subfolder "simulation/templates/formations/[formation].xml". 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 6, 2014 Report Share Posted April 6, 2014 And something related to formations:ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/Box.xml"ERROR: Failed to load entity template 'Box'ERROR: JavaScript error: simulation/helpers/Commands.js line 1365 TypeError: template is undefined GetFormationRequirements@simulation/helpers/Commands.js:1365 CanMoveEntsIntoFormation@simulation/helpers/Commands.js:1377 GuiInterface.prototype.CanMoveEntsIntoFormation@simulation/components/GuiInterface.js:860 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2020That is likely due to the cause that the formations are moved to a subfolder "simulation/templates/formations/[formation].xml".That's in the civ.json file that you need to add "formations/" in front of the available formations for that civ. 3 Quote Link to comment Share on other sites More sharing options...
niektb Posted April 8, 2014 Author Report Share Posted April 8, 2014 I'm currently updating the Convert script but I'm not sure what it does:Does it replace healing with converting? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 8, 2014 Report Share Posted April 8, 2014 I'm currently updating the Convert script but I'm not sure what it does:Does it replace healing with converting? no have both like AOK and AOE I Quote Link to comment Share on other sites More sharing options...
niektb Posted April 8, 2014 Author Report Share Posted April 8, 2014 But healing goes different in 0 A.D. (with auras) Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 8, 2014 Report Share Posted April 8, 2014 But healing goes different in 0 A.D. (with auras)Hmmm ok we can replace and give tool info about the changes not user knos that, then we can test. I prefer have first the mod manager to installing automatic our mods. Quote Link to comment Share on other sites More sharing options...
leper Posted April 8, 2014 Report Share Posted April 8, 2014 But healing goes different in 0 A.D. (with auras)That is just used for the temple (and maybe some heroes). Healers work pretty much the same as in the AoE series. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 8, 2014 Author Report Share Posted April 8, 2014 That is just used for the temple (and maybe some heroes). Healers work pretty much the same as in the AoE series.My bad. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 8, 2014 Report Share Posted April 8, 2014 This like have a toggle between first and second attack commands. I think.May be must wait and only replace to testing but I prefer healing than conversion.Be can duplicate a second unit in temple priest "convertor" for now. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 8, 2014 Author Report Share Posted April 8, 2014 (edited) Maybe converting for enemy and healing for friendly units?I would like to hear Idanwin on this. Edited April 8, 2014 by niektb 2 Quote Link to comment Share on other sites More sharing options...
leper Posted April 8, 2014 Report Share Posted April 8, 2014 You could either do what niektb proposes (check determineAction() in gui/session/input.js around line 560), or use a hotkey (same function a few lines up), or use a button to initiate a conversion. Quote Link to comment Share on other sites More sharing options...
niektb Posted May 1, 2014 Author Report Share Posted May 1, 2014 It seems that skirmishes do not work either (same goes for Millennium A.D.) Does anyone has clues on that? 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted May 1, 2014 Report Share Posted May 1, 2014 Not without a better description of what's not working. Errors? Crashing? No units?... Quote Link to comment Share on other sites More sharing options...
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