Zewlakov Posted July 6, 2017 Report Share Posted July 6, 2017 When Living Conditions is researched, units heals in the barracks, but not in the stables. To fix this in heal_barracks.json we can change "affects": ["Barracks"] to "affects": ["Barracks", "Stables"] heal_barracks.json Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 6, 2017 Report Share Posted July 6, 2017 @elexis Quote Link to comment Share on other sites More sharing options...
elexis Posted July 6, 2017 Report Share Posted July 6, 2017 Sounds incorrect. If a stables is a barracks, then it should also receive the Barracks class. If a stables isn't a barracks, then the string should be changed. Unfortunately we're in string freeze for alpha 22. Also the tech is too expensive unless you're playing a game with death match resources. Could also increase the effect of the tech, but then what do we have temples for? We can remove it from the production queue of the stables, or keep it there and fix it shortly after the release, or fix the affects entry now and the string after the release in case noone forgets. 2 Quote Link to comment Share on other sites More sharing options...
Zewlakov Posted July 6, 2017 Author Report Share Posted July 6, 2017 Persian Stables xml don't have the Barracks class, it's replaced with Stables. <Entity parent="template_structure_military_barracks"> [...] <VisibleClasses datatype="tokens">-Barracks Stables</VisibleClasses> Maybe both classes sounds better. Anyway, if we have temples and monks, I don't see the point of this tech. Could be removed from the stables and barracks. (Sorry for my English) 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 6, 2017 Report Share Posted July 6, 2017 Is useful with you are rained inside the units because you are rushed and the Rush are overwhelming your army. Quote Link to comment Share on other sites More sharing options...
Zewlakov Posted July 9, 2017 Author Report Share Posted July 9, 2017 I've found probably a copy paste error in BuildRestrictions.js. At line 302 says: +this.template.Distance.MinDistance); but it must say +this.template.Distance.MaxDistance); It is right? @elexis Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 9, 2017 Report Share Posted July 9, 2017 No sé de programación pero distancia mínima es válido. no es como en el AoE. Quote Link to comment Share on other sites More sharing options...
Zewlakov Posted July 9, 2017 Author Report Share Posted July 9, 2017 Copio todo el código para que se entienda. Para probarlo simplemente se puede poner MaxDistance en un edificio y al colocarlo tira un warning. if (this.template.Distance.MaxDistance) { var dist = +this.template.Distance.MaxDistance; var nearEnts = cmpRangeManager.ExecuteQuery(this.entity, 0, dist, [cmpPlayer.GetPlayerID()], IID_BuildRestrictions).filter(filter); if (!nearEnts.length) { var result = markForPluralTranslation( "%(name)s too far from a %(category)s, must be within %(distance)s meter", "%(name)s too far from a %(category)s, must be within %(distance)s meters", +this.template.Distance.MinDistance); // <---- This line result.success = false; result.translateMessage = true; result.parameters = { "name": name, "category": cat, "distance": this.template.Distance.MaxDistance }; result.translateParameters = ["name", "category"]; return result; // Fail } } 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted July 9, 2017 Report Share Posted July 9, 2017 ping @Grugnas, didn't we stumble upon that issue in D276? Quote Link to comment Share on other sites More sharing options...
Grugnas Posted July 9, 2017 Report Share Posted July 9, 2017 yes, there is such an error in the code and even fixed in that patch. A barrack isn't a stable at all. Matter of fact persian stable has its own technologies. Quote Link to comment Share on other sites More sharing options...
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