Lion.Kanzen Posted September 2, 2019 Report Share Posted September 2, 2019 30 minutes ago, Basshunter said: 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 1.12 kB · 2 downloads Try update your svn again. Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 2, 2019 Author Report Share Posted September 2, 2019 (edited) 9 minutes ago, Stan` said: Does that file exist Failed to load entity template 'units/acha_infantry_javelinist_b' ? No, it doesn't. I don't want javelinists for now. 3 minutes ago, Lion.Kanzen said: Try update your svn again. I went to SVN main folder D:\Installers\0AD\SVN then right click and selected SVN update. Erros about javelinist unit still appear, Edited September 2, 2019 by Basshunter Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 2, 2019 Report Share Posted September 2, 2019 Can you upload your civ.json ? 1 Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 2, 2019 Author Report Share Posted September 2, 2019 3 minutes ago, Stan` said: Can you upload your civ.json ? Sure! I didn't do it at first cause I thought you'd rather use the github repository. acha.json Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted September 2, 2019 Report Share Posted September 2, 2019 ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/acha_infantry_javelinist_b.xml" So have you checked this file, does it exist with the correct name and is it truly in simulation/templates/units? CMIIW, but I think Random maps starting units are unique per Civs and can be modified in simulation\data\civs and editing each civ. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 2, 2019 Report Share Posted September 2, 2019 I believed I figured it out. You need to specify the default for the javelinist else it will default to something you don't have 1 Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 2, 2019 Author Report Share Posted September 2, 2019 (edited) 12 minutes ago, Stan` said: I believed I figured it out. You need to specify the default for the javelinist else it will default to something you don't have 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 Edited September 2, 2019 by Basshunter Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 2, 2019 Report Share Posted September 2, 2019 9 minutes ago, Basshunter said: Could you elaborate on this please? I'm afraid I'm not getting it. How does this SkirmishReplacements node work? There is a section at the bottom of the civ json where you can specify the skirmisher replacements. Why does the game try to load this javelinist unit despite I didn't set it as a starting unit in my civ file? If not specified in the civ json, then they will default to what is specified in the skirmish templates. How can I control the number of starting units for skirmish maps? You place the skirmish templates in Atlas. What's the purpose of life? 42 Hope you can help me with some of these questions when you have some time 1 Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 2, 2019 Author Report Share Posted September 2, 2019 (edited) I could fix the error by using this lines: Spoiler 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. Edited September 2, 2019 by Basshunter 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 2, 2019 Report Share Posted September 2, 2019 (edited) 11 minutes ago, Basshunter said: I could fix the error by using this lines: Hide contents Yes, exactly. In short: SkirmishReplacements for skirmish maps StartEntities for random maps These are separated because random maps and skirmish maps use different methods of placing the starting units. 11 minutes ago, Basshunter said: 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? Skirmish maps can have as many of these skirmishreplacement units as you want to place in them. But yes, it seems the standard is 4 women, 2 ranged dudes, 2 melee dudes, 1 cav, and 1 special unit if applicable, because that is the random map standard. You don't have to make it that way in your mod though. You could have players start with 10 women (or Citizens as in Delenda Est) and no military units if you wanted. You'd have to go through each skirmish map and do this by hand in Atlas though, but would be worth it to differentiate your mod if that's what you wanted to do. To make this happen in Random maps, you'd adjust the StartEntities section in the civ jsons. Edited September 2, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 2, 2019 Author Report Share Posted September 2, 2019 (edited) 23 minutes ago, wowgetoffyourcellphone said: Skirmish maps can have as many of these skirmishreplacement units as you want to place in them. But yes, it seems the standard is 4 women, 2 ranged dudes, 2 melee dudes, 1 cav, and 1 special unit if applicable, because that is the random map standard. You don't have to make it that way in your mod though. You could have players start with 10 women (or Citizens as in Delenda Est) and no military units if you wanted. You'd have to go through each skirmish map and do this by hand in Atlas though, but would be worth it to differentiate your mod if that's what you wanted to do. To make this happen in Random maps, you'd adjust the StartEntities section in the civ jsons. 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. Edited September 2, 2019 by Basshunter Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 2, 2019 Report Share Posted September 2, 2019 3 minutes ago, Basshunter said: 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. Can't players already do this with random maps? Skirmish maps were a nice compromise between the hand crafted nature of scenario maps, with the customization of random maps. Similar to the maps in Starcraft. Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 2, 2019 Author Report Share Posted September 2, 2019 2 minutes ago, wowgetoffyourcellphone said: Can't players already do this with random maps? Skirmish maps were a nice compromise between the hand crafted nature of scenario maps, with the customization of random maps. Similar to the maps in Starcraft. Maybe I hadn't understood the nature of skirmish maps, to be honest. 1 Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted September 3, 2019 Report Share Posted September 3, 2019 I have also wondered about that. In Civ json, StartingEntities are apparently only apply to Random maps, but for Skirmish maps we have to use SkirmishReplacements. This is probably because in Skirmish maps the entities are placed individually, unlike Random where everything is decided by random generation. So it seems that if you want to add more starting unit types you have to edit every skirmish map one by one. In my understanding Skirmish map should be premade map terrainwise but starting units and structures should follow the same list as Random. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 3, 2019 Report Share Posted September 3, 2019 10 minutes ago, azayrahmad said: In my understanding Skirmish map should be premade map terrainwise but starting units and structures should follow the same list as Random. Ehhh, maybe not. Remember the Skirmish maps are supposed to allow certain "scenario" type elements too. So, a designer can make a Skirmish map where each player starts with 20 soldiers or something like that. 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted September 3, 2019 Report Share Posted September 3, 2019 Skirmish maps are supposed to be something in between random and scenario maps. Skirmish placeholders can be found under `simulation/templates/skirmish/`, but their defaults can be redefined in the civ.json files, under the "SkirmishReplacements" entry, at the bottom ("StartEntities" are for random maps only); e.g. the default ranged infantry for skirmish maps is `{civ}_infantry_javelinist_b`, but `athen.json` replaces it with `athen_infantry_slinger_b`; melee infantry isn't redefined in the `athen.json` file, which means they have the default, i.e. spearmen. 1 1 1 Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 3, 2019 Author Report Share Posted September 3, 2019 (edited) @Nescio That's very clear. Thanks. Edited September 3, 2019 by Basshunter 1 Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 4, 2019 Author Report Share Posted September 4, 2019 (edited) 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: Spoiler 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 Edited September 4, 2019 by Basshunter Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted September 4, 2019 Report Share Posted September 4, 2019 How did you exactly prevent Spartans from building stone wall? I imagine you should remove it from the template and add stone wall to every other civs except Sparta. Otherwise not sure. Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 4, 2019 Author Report Share Posted September 4, 2019 (edited) 5 minutes ago, azayrahmad said: How did you exactly prevent Spartans from building stone wall? I imagine you should remove it from the template and add stone wall to every other civs except Sparta. Otherwise not sure. 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. Edited September 4, 2019 by Basshunter Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted September 4, 2019 Report Share Posted September 4, 2019 Okay, so it will be good if you can show me the xml files of all the units mentioned in the error, also the parent templates of those three units, like templates_units_infantry.xml and it's children, templates_units_infantry_javelinist/spearman/champion. Then we'll see what went wrong. Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 4, 2019 Author Report Share Posted September 4, 2019 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 Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted September 4, 2019 Report Share Posted September 4, 2019 (edited) There are extra whitespaces after wallset_stone there, can you try to remove it and see if the error persists? Edited September 4, 2019 by azayrahmad Quote Link to comment Share on other sites More sharing options...
Sebastián Gómez Posted September 4, 2019 Author Report Share Posted September 4, 2019 (edited) 25 minutes ago, azayrahmad said: There are extra whitespaces after wallset_stone there, can you try to remove it and see if the error persists? 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? Edited September 4, 2019 by Basshunter Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted September 4, 2019 Report Share Posted September 4, 2019 I don't know why you got extra spaces, but it's possible you accidentally pressed space multiple times or other cause. Best way to avoid it if your text editor cannot detect trailing spaces is just delete the line and retype instead of copy-paste. This is also to ensure there's no typo as well. Is it still displaying error after you retype the wallset stone line? Quote Link to comment Share on other sites More sharing options...
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