seeh Posted August 1, 2021 Report Share Posted August 1, 2021 (edited) 3 hours ago, Stan` said: It's in the main menu thats great and helpful. f i start a game i using SVN and i read my revison there from the termial. today i host a game in A25 in wrote the revsion in to the game name. becouse i think other probably cant know my revision ? Edited August 1, 2021 by seeh Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 1, 2021 Report Share Posted August 1, 2021 Yeah he won't be able to know it unless you tell him. Also note that this number is a convention we use and if someone builds his own copy of the game he will just see custom build. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 1, 2021 Report Share Posted August 1, 2021 Quote ERROR: JavaScript error: simulation/components/UnitAI.js line 4943 cmpAttack.GetBestAttackAgainst is not a function UnitAI.prototype.GetBestAttackAgainst@simulation/components/UnitAI.js:4943:19 Order.Attack@simulation/components/UnitAI.js:400:19 FSM.prototype.ProcessMessage@globalscripts/FSM.js:265:17 UnitAI.prototype.PushOrder@simulation/components/UnitAI.js:3873:16 UnitAI.prototype.ReplaceOrder@simulation/components/UnitAI.js:4039:8 UnitAI.prototype.AddOrder@simulation/components/UnitAI.js:5250:8 UnitAI.prototype.Attack@simulation/components/UnitAI.js:5470:7 attack/<@simulation/helpers/Commands.js:211:14 attack@simulation/helpers/Commands.js:210:67 ProcessCommand@simulation/helpers/Commands.js:53:23 ERROR: Failed to call ProcessCommand() global script function Got this with both DE and EA. Create a formation of troops (hoplites in this instance). The default close order formation works. Now task these dudes to gather a treasure. They won't move (glitched out; perhaps a known problem?). Then task them to capture a building. Voila. That error is generated and they still do not move. Can anyone else reproduce? I can reproduce it very easily and consistently. 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted August 1, 2021 Report Share Posted August 1, 2021 30 minutes ago, wowgetoffyourcellphone said: Got this with both DE and EA. Create a formation of troops (hoplites in this instance). The default close order formation works. Now task these dudes to gather a treasure. They won't move (glitched out; perhaps a known problem?). Then task them to capture a building. Voila. That error is generated and they still do not move. Can anyone else reproduce? I can reproduce it very easily and consistently. Treasure bug is trigger for error you see. It is even worse because controller went into individual state so formation will not respond at all. https://code.wildfiregames.com/rP24989 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted August 1, 2021 Report Share Posted August 1, 2021 6 hours ago, Yekaterina said: metadata.json 198 kB · 0 downloads commands.txt 1 MB · 1 download Here are the replays. Another small problem: 0ad seems to interfere with KDE window effects. When 0ad is running, all window effects like wobbly windows, magic lamp and any animations would disappear. Thank you, this one is really mysterious and I can’t see way how it can happen code wise. It looks like something else is changing variable when it should not. Most likely it will be not fixed anytime soon. Ticket: https://trac.wildfiregames.com/ticket/6265 Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted August 1, 2021 Report Share Posted August 1, 2021 Eurasian Steppe is a nice biome but its a bit hard to click on the correct bush 1 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 1, 2021 Report Share Posted August 1, 2021 54 minutes ago, Player of 0AD said: Eurasian Steppe is a nice biome but its a bit hard to click on the correct bush It can definitely be tweaked for A26. I'm not very happy with it. 1 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted August 4, 2021 Author Report Share Posted August 4, 2021 I think we can change the size of the selection box in the template files, or, enlarge it in Blender. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted August 4, 2021 Author Report Share Posted August 4, 2021 On 01/08/2021 at 11:07 PM, Player of 0AD said: click on the correct bush What do you mean by 'the correct bush' though? Aren't they all the same? Done it, made the bush quite a bit larger to select. 1 Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted August 4, 2021 Report Share Posted August 4, 2021 (edited) 2 hours ago, Yekaterina said: What do you mean by 'the correct bush' though? Aren't they all the same? Done it, made the bush quite a bit larger to select. I want often to click on a certain bush and not on a bush next to it or another object Edited August 4, 2021 by Player of 0AD Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 12, 2021 Report Share Posted August 12, 2021 When I set a route with more than one rally point I often get a funny projection of the supposed path: My guys went straight to the metal and didn't go around the 'turret', but why does it look like they would? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 12, 2021 Report Share Posted August 12, 2021 Yeah I think rallly point interpolation is different. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 19, 2021 Report Share Posted August 19, 2021 Didn't houses have an 'occupied' flag? In any case I would like to have them. Speaking of those flags: I think it's really wrong that buildings show the flag of the original builder and not the current owner. Who would fly the flag of the enemy after capturing a building? 1 Quote Link to comment Share on other sites More sharing options...
Langbart Posted August 19, 2021 Report Share Posted August 19, 2021 1 hour ago, Gurken Khan said: Didn't houses have an 'occupied' flag? The issue is known and the ticket has been updated. #4581 - Flags for all garrisonable buildings and units (20/May/17) only "Ptol and Kush" have a garrison flag on their houses. 1 hour ago, Gurken Khan said: I think it's really wrong that buildings show the flag of the original builder and not the current owner. Who would fly the flag of the enemy after capturing a building? Ticket created #6284 - Display the correct emblem for garrison flags on captured buildings (19/Aug/21) 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted August 19, 2021 Report Share Posted August 19, 2021 (edited) houses, ships, rams don't have an 'occupied' flag. should? then more consistent? but rams also don't have that. and of course its a strategic change if some objects have 'occupied' flag or don't have it.a rule? not movable building have it and movable don't have it? that's not good understandable for beginners, but maybe the best rule for explain to the actually game. Edited August 19, 2021 by seeh Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 19, 2021 Report Share Posted August 19, 2021 Actually the reason most animated objects don't have it is because it has been broken for a long time. For the houses and such it's currently not possible engine wise to have the conqueror's flag as all the garrison flag are hardcoded in actors and controlled by artists unlike rally points. Quote Link to comment Share on other sites More sharing options...
seeh Posted August 19, 2021 Report Share Posted August 19, 2021 Cheats is not possible to toggle but it says so: tested in local match. BTW please: 1. set warning while background cheats enabled 2. auto disallow in rated games 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 19, 2021 Report Share Posted August 19, 2021 58 minutes ago, Stan` said: Actually the reason most animated objects don't have it is because it has been broken for a long time. Siege Towers? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 19, 2021 Report Share Posted August 19, 2021 8 minutes ago, wowgetoffyourcellphone said: Siege Towers? The flag oscillates quite fast on those. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 19, 2021 Report Share Posted August 19, 2021 5 minutes ago, Stan` said: The flag oscillates quite fast on those. True, but at least they work. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 19, 2021 Report Share Posted August 19, 2021 Yeah anyway adding flags to houses is not hard, I'll see if I can do it for A26 or teach someone how to do it. It's basically: - Import Dae in Blender (make sure to click import units (Some models might not import (correctly or at all) or reset all prop points be careful) - Add a new empty object (shift +a) - Rename it prop-garrisoned or prop_garrisoned (game doesn't care) - move it to the correct location - parent it to the building Ctrl + P with both selected and the structure as active (light yellow) - Export back. - Update the actor to use props by adding <group> <variant name="ungarrisoned" frequency="1"/> <variant name="garrisoned" frequency="0"> <props> <prop attachpoint="garrisoned" file="path to flag"/> </props> </variant> </group> 1 Quote Link to comment Share on other sites More sharing options...
Langbart Posted August 19, 2021 Report Share Posted August 19, 2021 1 hour ago, Stan` said: Yeah anyway adding flags to houses is not hard, I'll see if I can do it for A26 or teach someone how to do it. It worked. Do I just always have to put the flag at the highest point of the house? 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 19, 2021 Report Share Posted August 19, 2021 Well the idea is for it to be visible, so usually yes. You can be creative with it though. (Note you used the Kushite flag) Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 29, 2021 Report Share Posted August 29, 2021 Ideally, there should be garrison and projectile prop points for all buildings. You never know if the base game or mod wants to add garrison or shooting ability to any type of building. Quote Link to comment Share on other sites More sharing options...
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