gameboy Posted April 21, 2018 Report Share Posted April 21, 2018 (edited) Today, I tested the latest terra_magna. When I entered the game, there were two error messages: ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/celt_siege_ram.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/leather.dds" @stanislas69 Edited April 21, 2018 by gameboy 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 21, 2018 Report Share Posted April 21, 2018 2 hours ago, gameboy said: Today, I tested the latest terra_magna. When I entered the game, there were two error messages: ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/celt_siege_ram.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/leather.dds" @stanislas69 Those are related to xiongnu, they were fixed before but i belive changes weren't saved, i'll fix them. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 21, 2018 Report Share Posted April 21, 2018 They should be fixed now, thank you very much for the report. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted April 21, 2018 Author Report Share Posted April 21, 2018 @Alexandermb It doesn't seem to have been fixed, my friend. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 21, 2018 Report Share Posted April 21, 2018 5 hours ago, gameboy said: @Alexandermb It doesn't seem to have been fixed, my friend. Make sure to update the mod folder i have the civ buildings in atlas and doesn't seem to show again they were related to the cow skins on the floor Spoiler Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 21, 2018 Report Share Posted April 21, 2018 Barracks should have a round footprint. 1 Quote Link to comment Share on other sites More sharing options...
mimo Posted April 21, 2018 Report Share Posted April 21, 2018 OK let's use this thread for reporting terra_magna problems. In addition of those quoted in you should also add the Class Corral in your corral, so that the AI will be able to use it. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 21, 2018 Report Share Posted April 21, 2018 Added Corral to visible classes however they didn't build it neither but at least they are doing something, and the ia send both archers in the first attack Spoiler Quote Link to comment Share on other sites More sharing options...
mimo Posted April 21, 2018 Report Share Posted April 21, 2018 Yep, needs a small change in petra: It builds corral when the civ has no field, but xion have fields but no field builder!! I'll make a change in petra later to build corrals also in such cases. Also, is it wanted that sheep production has no cost and only 1s duration? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 21, 2018 Report Share Posted April 21, 2018 Replaced xion_civil_centre_unpacked to xion_civil_centre and now they properly expand @mimo thanks for the suggestions. Also replaced the phase superseeding Spoiler Added the tech for limit nomad features to xion only. 28 minutes ago, mimo said: Yep, needs a small change in petra: It builds corral when the civ has no field, but xion have fields but no field builder!! I'll make a change in petra later to build corrals also in such cases. Also, is it wanted that sheep production has no cost and only 1s duration? Nope, that was testing months ago for see if the mix between stable and corral worked however they may need any sort of advantage from hearding since they won't be able to build farmlands. Quote Link to comment Share on other sites More sharing options...
mimo Posted April 21, 2018 Report Share Posted April 21, 2018 1 hour ago, Alexandermb said: Nope, that was testing months ago for see if the mix between stable and corral worked however they may need any sort of advantage from hearding since they won't be able to build farmlands. You new nomadism tech could have "Cost/BuildTime", "multiply": 0.8 and/or "Cost/Resources/food", "multiply": 0.8 affecting Animals. And maybe it would be even cleaner if we add in vanilla game a TrainableAnimal class to the few trainable animals that would be used for that purpose. And you haven't fixed the requirements of the phase_city_xion. { "all": [{ "entity": { "class": "Yurt", "number": 12, "class": "Town", "number": 2 }}] } is clearly wrong. I guess it should be something like (but not tested) { "all": [{ "entity": { "class": "Yurt", "number": 12 }}, { "entity": {"class": "Town", "number": 2 }}] } 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted April 21, 2018 Author Report Share Posted April 21, 2018 @Alexandermb 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 22, 2018 Report Share Posted April 22, 2018 3 hours ago, mimo said: You new nomadism tech could have "Cost/BuildTime", "multiply": 0.8 and/or "Cost/Resources/food", "multiply": 0.8 affecting Animals. And maybe it would be even cleaner if we add in vanilla game a TrainableAnimal class to the few trainable animals that would be used for that purpose. And you haven't fixed the requirements of the phase_city_xion. { "all": [{ "entity": { "class": "Yurt", "number": 12, "class": "Town", "number": 2 }}] } is clearly wrong. I guess it should be something like (but not tested) { "all": [{ "entity": { "class": "Yurt", "number": 12 }}, { "entity": {"class": "Town", "number": 2 }}] } Tested and working. I belive theres already Domestic as class for sheeps and trainable animals. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted April 22, 2018 Author Report Share Posted April 22, 2018 @mimo I tested the latest https://github.com/0ADMods/terra_magna, AI problems, please help me, thank you! WARNING: JavaScript warning: simulation/ai/common-api/entity.js line 722 reference to undefined property this._entity.garrisoned ERROR: JavaScript error: simulation/ai/petra/garrisonManager.js line 151 TypeError: holder.garrisoned(...) is undefined m.GarrisonManager.prototype.update@simulation/ai/petra/garrisonManager.js:151:22 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2745:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/garrisonManager.js line 151 TypeError: holder.garrisoned(...) is undefined m.GarrisonManager.prototype.update@simulation/ai/petra/garrisonManager.js:151:22 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2745:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/garrisonManager.js line 151 TypeError: holder.garrisoned(...) is undefined m.GarrisonManager.prototype.update@simulation/ai/petra/garrisonManager.js:151:22 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2745:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_outpost with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_barracks with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_blacksmith with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_fortress with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_syssiton with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_theatron with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_royal_stoa with count < 0 ERROR: JavaScript error: simulation/ai/petra/garrisonManager.js line 151 TypeError: holder.garrisoned(...) is undefined m.GarrisonManager.prototype.update@simulation/ai/petra/garrisonManager.js:151:22 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2745:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_outpost with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_barracks with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_blacksmith with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_fortress with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_syssiton with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_theatron with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_royal_stoa with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_outpost with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_barracks with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_blacksmith with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_fortress with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_syssiton with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_theatron with count < 0 WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/spart_royal_stoa with count < 0 Quote Link to comment Share on other sites More sharing options...
mimo Posted April 22, 2018 Report Share Posted April 22, 2018 Thanks for all those quick fixes. Also missing in that mod are the team bonuses for chin and zapo. For chin, i would suggest something related to trade, and i've no idea for zapo. But certainly people here will have good suggestions. Quote Link to comment Share on other sites More sharing options...
mimo Posted April 22, 2018 Report Share Posted April 22, 2018 3 minutes ago, gameboy said: @mimo I tested the latest https://github.com/0ADMods/terra_magna, AI problems, please help me, thank you! WARNING: JavaScript warning: simulation/ai/common-api/entity.js line 722 reference to undefined property this._entity.garrisoned ERROR: JavaScript error: simulation/ai/petra/garrisonManager.js line 151 TypeError: holder.garrisoned(...) is undefined m.GarrisonManager.prototype.update@simulation/ai/petra/garrisonManager.js:151:22 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2745:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 Can you upload the corresponding commands.txt, and on which 0ad revision? Quote Link to comment Share on other sites More sharing options...
gameboy Posted April 22, 2018 Author Report Share Posted April 22, 2018 (edited) @mimo Please help me! commands.txt commands.txt I'm using the latest svn21753 Edited April 22, 2018 by gameboy Quote Link to comment Share on other sites More sharing options...
mimo Posted April 22, 2018 Report Share Posted April 22, 2018 Thanks for reporting it. Upgrading from a garrisonHolder to a non garrisonHolder was not supported in petra. Should be fixed by this patch. Try to use it in your tests, and if no more problems, i'll commit it later. petra-upgrade-v1.patch Quote Link to comment Share on other sites More sharing options...
gameboy Posted April 22, 2018 Author Report Share Posted April 22, 2018 @mimo My friend, I tested your patch, and this bug no longer appears. 1 Quote Link to comment Share on other sites More sharing options...
mimo Posted April 22, 2018 Report Share Posted April 22, 2018 thanks, fixed in rP21757 2 Quote Link to comment Share on other sites More sharing options...
gameboy Posted April 24, 2018 Author Report Share Posted April 24, 2018 @Alexandermb New error : ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 24, 2018 Report Share Posted April 24, 2018 24 minutes ago, gameboy said: @Alexandermb New error : ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" ERROR: Failed to find matching prop point called "dust" in model "art/meshes/structural/xion_training_ground.dae" for actor "barracks" Thanks, changed all to root prop point since dust prop point isn't really needed: Spoiler 1 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 24, 2018 Report Share Posted April 24, 2018 Must be burned like skin or only scratched and complete destroyed yurt . Quote Link to comment Share on other sites More sharing options...
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