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  2. Another thing I want to work on. But my idea goes with Delenda Est's idea of the mercenary camps. I have also thought about this idea of releasing mercenary units and, in some cases, adapted special units.
  3. It's useful to me, I must check it carefully. For now I need to fix the convert.js component has errors. What I'm not sure about is how to call the engine that generates sound with the action. I'm still researching, there are many actions and there is no uniform way in which the actions are carried out. No action is alike. Healing isn't exactly like conversion. What mean "pushfront"?
  4. Today
  5. I had an idea that you might like: If you capture an enemy militar building, you can recruit units of that civilization as mercenary units paying with metal and you can recruit only mitilar units that your faction don“t have as mercenaries. For example, if you are using Spartans faction and you capture a iberian barrack from your enemy, you can recruit iberian swordmen from that barrack for maybe... 100 metal. . If you capture a enemy workshop from Romans, then you can recruit a balista as mercenary units for maybe... 300 metal.
  6. Red - Romans and Spartans light blue - Athenians and Ptolemies Blue - Britans and Seleucids Green - Gauls and Hans Yellow - Iberians and Kush Purple - Persians, Maurians and Macedonians
  7. Purple Persians look stylish. Red Spartans and Romans, as you've said. Blue Macedonians and Athenians. Pink Mauri. Dark Brown Seleucids. Yellow Ptolomies.
  8. Like, I think a lot of people associate the bright red player color with Romans or Spartans, as 2 great examples. I associate the baby blue color with the Athenians. One of the Green colors with Gauls. Thinking magenta or maroon with Persians. DE / Vanilla
  9. @Classic-Burger if it helps, I did some things with unit_actions.js here, including adding a cursor and sound queue. https://gitea.wildfiregames.com/0ad/0ad/pulls/7298/files
  10. You'll need one for the game if this is implemented. It's free but not for commercial use.
  11. Most of what you want to do is fairly simple (when understanding the structuring) in terms of modding and just requires you to make new templates and have entities be replaced on death by your new template. for example, - if a cav dies make it spawn a gaia horse - making a new gaia horse template and giving it the capturable component might work - if a structure is destroyed make it spawn an custom entity which holds treasure components so it can be gathered. - i think Wow has got quarries in his Delenda Est mod or something similar so you might take a peek there templates are merged with their parents but children have priority when altering the same components. For example If a child states it has 500 capture points and it's parent has 5000, the capture points will be 500 when they are merged.
  12. just wondering if you know that 0AD has the loot system already working in the main game.
  13. actually, 0ad has docks. You should look how those work and if their behavior can be replicated. In general, I would think most if not all of these mechanics would require adding JS components to the game or at least editing them. What we have is less flexible than you may think. Also, adding buttons is no joke either. Unfortunately, it's a completely independent programming task. I whish we had better tutorials for this stuff, honestly I couldn't even start by creating a new dummy component without asking here for a reproducible example.
  14. Sorry for late reply, overlooked your reply $ apt show libsdl2 N: Paket libsdl2 kann nicht gefunden werden. N: Paket libsdl2 kann nicht gefunden werden. E: Keine Pakete gefunden Maybe I can fix it by trying to install libsdl2 ? Or can this make things worse?
  15. Upon death the mesh model should change, and the horse should become a different actor and entity.
  16. I imagined, but the game has none of that, imagine 0 AD more primitive with the mechanics.
  17. Thanks a lot for the advice. Yes, I already know JS and am learning along the way for this as this is a personal interest in pursuit of a larger idea. But I want to use existing mechanics as far as possible, where the animals become Gaia / Food without owners. Once owned (capture building mechanic) or moved within borders, they behave the same as the animals from the Corral No issues here, will do this. I was thinking of using the existing game mechanics itself with some additional buttons only This mechanic was something I saw in Rise of Nations where all mountains are mine-able No, just like the existing treasure option or Unfinished Greek temple Ruins option where buildings become like this instead of razing to the ground I am willing to give it a go, no matter how much coding or effort it is, as long as it is possible. Sounds like an interesting challenge Environment modification was just a thought, not something immediate
  18. Speaking of which... sfx-lonely-monk-chanting-ommmmm-358664.mp3 It needs to be edited.
  19. You should upload screenshots of your mod.
  20. 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.
  21. Here you're going to need an actor or edit the actors a bit.
  22. 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.
  23. 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
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