Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. It sounds very advanced and a lot of work to implement. I don't understand this Same as a rpg game? The problem with horses and riders is that they are not independent, they are one thing in the game, you would have to program a lot. Almost all you need is for units or entities to transform into other units upon death. It's quite a bit of coding to do.
  3. Here you're going to need an actor or edit the actors a bit.
  4. You need to add a lot of components to the engine and that's quite advanced. For captured or rammed animals, you just need to create a new component in simulation, similar to how I'm creating one for religious conversion. Believe me, it's something complex. Do you know JavaScript coding? If so, you're doing better than me, who's just starting out.
  5. Noob here and I have gone through the modding tutorials. I want to create a single or multiple mods with the following features. I would appreciate any advice from older modders to help me understand if the features are possible or not before I attempt it. Features are weird, but something that interest me. Make all killed enemies humans scavengable for food (yes cannibal style), weapons and/or metal. Horses can be stolen or become wild (Gaia). Infantry can become Cavalry from stolen horses by garrisoning both into a stable. All enemy structures which get destroyed drop the resources that can be recovered by citizen soldiers or female citizens All enemy structures destroyed do not disappear into the ground but remain as ruins in the same place which can then be mined for resources which were used to build them All mountains / cliffs yield stone or metal by building quarries at the site and yield at half the rate of metal and stone sites slow yield, and slowly disappear or turn green Trees can be grown in managed plantations (orchard option) to produce fruit and wood, similar to farms Animals can be tamed and used as military or food, both Gaia wild animals and domestic including wolves, lions and alligators. The Corral building option allows for building of gated sections to keep and multiply selected animals like boars, deer, elephants etc. Growing of orchards also provides food for animals Killed enemies can also be fed to Gaia predators to increase their numbers in the Corral if not eaten as food. Water bodies can be used to grow fish and provide water to farms / orchards Merchants who get killed in action have the goods turn into treasure that can be captured Also wondering if the environment can be made modifiable during the game. Why or why not? Open to working on this mod with others as well, if it clicks with someone
  6. I've already fixed the registry errors. The components were incorrectly registered, creating a crash. I managed to load the game but I have several errors. interfaces.rar
  7. Today
  8. I fix the problem with Convert.js ERROR: JavaScript error: simulation/components/interfaces/convert.js line 1 IID_Convert is not defined @simulation/components/interfaces/convert.js:1:30 The register was not well defined or I did not copy it correctly.
  9. ERROR: JavaScript error: simulation/components/interfaces/ConvertUnitAi.js line 1 "IID_ConvertUnitAI" is read-only @simulation/components/interfaces/ConvertUnitAi.js:1:28 launchGame@gamesettings/GameSettings.js:160:11 launchGame@gui/gamesetup/Controllers/GameSettingsController.js:295:18 onPress@gui/gamesetup/Pages/GameSetupPage/Panels/Buttons/StartGameButton.js:51:52 ERROR: JavaScript error: simulation/components/interfaces/convert.js line 1 IID_Convert is not defined @simulation/components/interfaces/convert.js:1:30 launchGame@gamesettings/GameSettings.js:160:11 launchGame@gui/gamesetup/Controllers/GameSettingsController.js:295:18 onPress@gui/gamesetup/Pages/GameSetupPage/Panels/Buttons/StartGameButton.js:51:52 ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty Hehe
  10. I'm a bit lost as to how to use unit_actions.js I want to add the cursor. By the way, I add the component. convert.rar
  11. Yesterday
  12. civilianization It's a rare word in the Oxford dictionary. "the conversion from military to civilian status". https://www.collinsdictionary.com/dictionary/english/civilianization https://www.oed.com/dictionary/civilianization_n
  13. not-facehole.mp4 Some might remember her.
  14. https://en.m.wikipedia.org/wiki/Privatus Non military units were Privatus.
  15. It's depends on the context. The only thing I found was Noncombatans https://en.m.wikipedia.org/wiki/Non-combatant The other word is demobilization.
  16. https://gitea.wildfiregames.com/0ad/0ad/pulls/8062#issuecomment-126154 @Itms the "feminization" summary statistic. I renamed this concept "Demilitarization", please let me know if that sounds wrong to an English speaker. How about just "Non-Military" or "Civilians"? "Demilitarization" sounds too modern.
  17. I'll think about those details later, but for now I have to think about the basic implementation. There's already a system, and I've updated some things. I've also added the cooldown and faith cost to the system. I don't know if "faith" is a valid word in this old context. https://en.m.wikipedia.org/wiki/Pietas Piety...(?)
  18. Why should the horseman be able to gather it? Send a ship in that case.
  19. Do you mean sth. like this in Cycladic Archipelago or do you mean nearer at the beach?
  20. A few thoughts: Athenian Long Wall tech — making it available in Phase 2, cheaper and faster to research—sounds like a smart move. It'd finally make early walling a real strategic option instead of something you barely get to use. Gymnasium cost — bumping it to 150 stone + 150 metal makes sense if it's not meant to be an actual civ bonus. Feels more balanced compared to other civ structures. Briton Dogs — lowering hack damage to 6.5 and adding an armor upgrade in P2/P3 sounds fair. Dogs can be oppressive if left unchecked. Carthaginian Colonization Tech — switching to a wood + stone cost and moving it to Phase 2 would definitely make it more viable. I rarely see it used now given the metal hit.
  21. I never heard of that. The last resort could be to delete your configuration file(s). The location depends on your operating system. Could you describe this more? Which OS are you using? Maybe include a screenshot.
  22. Not that I don't believe you, but It'd be cool if we got a similar image from A27 to compare. The Persian units shown above, from left to right, are: 3 ranks of Melee Cavalry Axemen, 3 ranks of infantry Archers, Elite Cavalry Javelineer, Bactrian Heavy Lancer (middle), Basic Cavalry Javelineer, 3 ranks of infantry Spearmen and an lone Immortal below the Elite Spearman.
  23. Hi Wildfire My rated game checkbox disappeared after i disabled rated games. how do i turn it back on?
  24. Druid Druid, a Celtic priest that can attack and heal units in combat while also boosting damage of the healing unit. That sounds cool, actually.
  25. I don't think the rank actors were any less or more obvious than they are now.
  26. Last week
  27. https://ageofempiresonline.fandom.com/wiki/Priest I like that they are culturally different; we could have Greeks who, instead of being priests, are sophists or philosophers. The Romans could have senators or politicians who bribed. The Celts could heal and fight. And Middle Eastern religions could be more powerful with conversion.
  28. Edit:I was wrong, the Babylonian priests cast curses, they do not convert. Conversion from AoEO project Celeste. Limit of Conversions: A single Priest cannot convert an entire army at once. He can only convert one unit at a time and must wait for his ability to recharge (cooldown) before attempting to convert another. - Immunity after Conversion: Units that have just been converted are immune to being converted again for a short period of time. This prevents "ping-ponging" of units between two players with priests.
  29. The differences between unit ranks were pretty obvious in the early alphas. Can you guess which of these units are champions?
  1. Load more activity
×
×
  • Create New...