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Veridagorin

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Everything posted by Veridagorin

  1. Changes: - Attack& Armor system Pierce (arrows and spears) Hack (swords and axes) Crush (Rocks and Blunt weapons) Burn (Fire weapons, and some magic) - Army System: Generally less Citizen Soldiers more Professional soldiers. professional soldiers available from age 1 Multiple buildings to train soldiers from ex. barracks, archery range, stable, siege workshop not all factions are created equal some could be missing a few parts and have added parts - Charge: some soldiers will have a weak charge ex. pikemen others will have a powerful charge like knights Gold, Loyalty, Outlaws, and Collectibles 20+ unique factions I will add five at a time - Maps stars are capital cities circles are major cities in pencil triangles are mountains, circles with legs are trees, tridents are farmland, Y_ marshland. xFaction (Color) Factions land on map The Rovon Empire Anorithia 1.0 Rovon Empire - Rovonin (Orange) - Doonland (Red) Spearman of Marsi - Rovon (Blue) Order Knight - Rovinland (Purple) - Rovinin (Green) 2.0 Eldoria 3.0 Other Races 4.0 Antacrofia 5.0 Rovon Empire Add on
  2. I have adjusted some visuals they don't show up Target "C:\Users\verid_000\AppData\Local\0 A.D. alpha\binaries\system\pyrogenesis.exe" --mod=Anorithia My mod's locations C:\Users\verid_000\AppData\Local\0 A.D. alpha\binaries\data\mods\Anorithia Public mod's location C:\Users\verid_000\AppData\Local\0 A.D. alpha\binaries\data\mods\public
  3. i'm talking about the restrictions that make infantry no able to walk over water or through trees those restrictions i'm wondering where they are found so that i can make some infantry do those things
  4. ok i did that it plays 0 A.D. but without the changes i made i'm using a windows 8 computer if that is helpful at all
  5. when you back click on pryogenesis there is properties am i supposed to change it there? or am i supposed to change the name?
  6. or maybe i just have unit that is able to stand in trees i'm not sure exactly where the terrain restrictions are?
  7. it still doesn't work i'm supposed to change it in properties right?
  8. its not working do i need a pryogenesis in my mod folder?
  9. okay thanks i changed the whole file to incorporate burn resistance armor
  10. thanks for the help my question was more on the lines of adding a totally new type of damage like keeping the Hack, pierce and crush and then adding a new attack and armor type like fire function Armour() {} Armour.prototype.Schema ="<a:help>Controls the damage resistance of the unit.</a:help>" +"<a:example>" +"<Hack>10.0</Hack>" +"<Pierce>0.0</Pierce>" +"<Crush>5.0</Crush>" +"<Burn>0.0</Burn>" + would adding a burn like this to all the places that have hack/pierce or crush add a new armor and attack type burn? i have another question how to test my mod out?
  11. you can change and look at age of empires with programs like advanced genie editor 2 this is part of the roman legionnaire code<Promotion> <Entity>units/rome_centurio_imperial</Entity> <RequiredXp>300</RequiredXp> </Promotion>you could simply do it by making a tech that makes the required xp become 0 so then whenever you train the unit he immediately becomes his upgrade this would also effect already built units.i'm not sure if it can be easily done right now?
  12. Hi all i have a few more questions how easy is to add a new armor and attack type? can i do it in Notepad++? where are the files that define the armor and damage? can a unit deal 2 types of damage at the same time? ex. from roman ballista that appears to have 2 damage types <Attack> <Ranged> <MaxRange>76</MaxRange> <MinRange>16.0</MinRange> <ProjectileSpeed>22.0</ProjectileSpeed> <RepeatTime>6000</RepeatTime> <Splash> <Shape>Circular</Shape> <Range>10</Range> <FriendlyFire>true</FriendlyFire> <Hack>40.0</Hack> <Pierce>0.0</Pierce> <Crush>40.0</Crush> </Splash> </Ranged> </Attack> Edit i have another question can i make units garrison in neutral buildings/trees?so that they can shoot arrows from a safe place?
  13. okay thanks could i make archers garissonable into trees to so that they could shoot from them?
  14. Are there any data editing tutorials i could read? is it easy/possible to make a unit switch between weapons like a bow and sword? is it easy/possible to make a unit be able to climb a tree and jump to the next tree? Can i make a unit that can knock down enemy units? edit 1 more question can i give heroes/units a destructive ability like demolish building that takes time to recharge before it can be used again?
  15. i saw that a while ago and i don't think it has a good explanation because in the bible text it says the walls fell down flat which means 1 of 3 things that the writer is lying, that it was by a miracle that the walls fell flat, or that the walls were undermined or something. but i think it would take more time then 6 days to undermine a wall.
  16. will we be able to mod flying units into this game? examples: a flying unit that dive bombs or picks up ground units and drops them. a flying unit that drops rocks or spits fire from the air a flying unit that can land in a tree or on a building cliff ground etc. to shoot arrows or use melee attack to units that get close enough. and a flying unit that lands to garrison soldiers too shoot arrows like a helepolis
  17. don't forget Hebrew slingers in the bible book of Judges chapter 20 verse 16 it talks about 700 select Benjamite left handed slingers that could sling a stone at a hairs breadth and not miss. in the bible book of 1 Chronicles chapter 12 it talks about The army of king David he had Benjamites that could sling stones and shoot arrows with either hand, and also a group of Gadites that were mighty men as swift as gazelles armed with a spear and a shield. an example of being as swift as a gazelle can be found in 2nd Samuel 2 were Asahel who was a swift as a gazelle was pursuing Abner, and when Abner struck him with the blunt of the spear it came out of Asahel's back. King Solomon seems to be the first of the Hebrews to use chariots and horsemen buying them from Egypt. according to 2 Chronicles chapter 2 verse 17 that he exported Egyptian chariots and horses to the Hittites and the Sryians. and if you plan on having a scenario for this civ may i suggest you use the conquest of AI and not the fall of Jericho because i think that the fall of Jericho would be too controversial because it involves a miracle. the battle of AI is tactical genius at first a few of the Hebrews attacked the city but they soundly beaten (they did not plan to get defeated) then when the whole Hebrew army attacked they hid some of there men away from the battle to take the city after they have lured the enemy soldiers away from the city, and they conquered the city i hope all this is helpful in creating a Hebrew civ they are not seen in many RTS games
  18. Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000024) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 487 (Attempt to access invalid address.) i found this error in the map editor it caused it to close down
  19. Celtic Kings Rage of War is a rts game that i played had food consumption well implemented basically you couldn't build buildings villages produced food and cities produced gold and trained soldiers researched techs soldiers consumed food all the resources were local not universal. i don't think that localizing some resources would work in 0 ad if you also have universal resources
  20. that would be cool. i realy like the charge feature in the total war series were you can only trample a the first 2 or 3 lines of the enemy units. will a battalion of heavy cavalry have a charge bonus like in total war?
  21. maybe archers and siege should have a certain amount of ammo and when they are out they either need to return to base to restock or a cart/camel full of arrows and that stuff needs to visit them.
  22. i really liked multiplayer taunts when i played age of empires 2 do you think they would add them slightly off topic but when playing with the AI allies in campaigns you should be able to give them orders like attack now, wait to attack, build more workers, build more elite soldiers, create more defenses and give me your spare resources etc.
  23. just make sure that before you add all these cheats to make an option to disable them in multiplayer because i don't want to see a gigantic monitor land on my town center and raze my town with lasers
  24. Maybe the Indian caste system should make it so that the Indians don't get citizen soldiers but there workers are more efficient at collecting resources for early defense they should be able to build soldier types in phase 1 that are inbewteen citizen soldiers and elite soldiers slightly stronger at fighting than citizen soldiers or as strong as level 3 citizen soldiers but worse than elite soldiers or since people can't travel bewteen caste's maybe each caste has its own pop limit
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