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Dream Wanderer

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  1. Alright, thanks a bunch again Stan' for giving me an answer.
  2. Hey there, this might be a frequent question on here but I've been at this for a while now. My question is how would I unpackage a Pyromod I downloaded so that I can get at its files in Blender? If I try to extract them directly they're all cached.pmds and .xmas instead of the usual .daes and such. I'm trying to figure out the proper way to do this. Much appreciation for anyone that can help me with this! The Pyromod in question is the latest version of Hyrule Conquest for 0AD 0.25.
  3. Oops, those were actually backups of older file versions where I used the space name format. I've already corrected the .json names to include an underscore in the directory files like the templates.
  4. So question for anyone with modding experience. I've been trying to make some new factions as part of my latest project and while I've got the structures functioning without providing any immediate errors, none of them have any units listed. Note that I copied the files for them from a pre-existing faction, one of Neph's from the Hyrule Conquest mod. When I check the civ tab it gives me the following error: "The structures/units have a defined civ of "insert civ name here". This does not match the currently selected civ "insert civ name here". I've already changed the civ name to the new ones in their faction .json as well as for each of the structures and units template XML docs. I've also changed all references as far as build plot links, unit production, and art assets. What else am I missing? I've attached a list of all modified files as well as those of the faction I modified them from for comparison. Thanks a bunch for anyone with the knowledge to help me! Original Faction Materials (For Comparison).7z 908705666_NewFactionMaterials.7z
  5. Hello there, I was wondering if it was possible to lower the default camera angle in the default.cfg file? I've been attempting to find a way to lower the view so that it can be level with the ground. (IE: Dawn of War) and was wondering if anyone had any advice to share. Here's an example of what I mean:
  6. I really appreciate it. Ironically enough it's Hyrule Conquest I was checking this information for lol. I've been thinking about possible new ideas for the mod's future and discussing them on it's discord.
  7. Awesome, if this is doable in a manner similar to Battle For Middle Earth II this will also allow us to switch between multiple weapons and stuff too. I appreciate the tip. Do you know if this function could work with Heroes? And just so i could confirm it: Could you add the previous form as an upgrade to the new unit to allow it to switch back?
  8. Hey there, I had two scripting-related questions concerning a speculative change for a game mod and I was wondering if anyone might know a good way to implement them. Firstly, I was wondering if I could create a method to switch actors within the game and allow units to be replaced by others at their current locations. I had some ideas for allowing certain units to mount and dismount or transform into different creatures and I wanted their different modes to have unique stats and attributes. Secondly, a likely more difficult question I had was about creating user interface buttons these actor switching commands could be tied to. If possible I would want to allow players to perform the unit change quickly and easily, so something like the icons used for building creation could be a potential appearance for these "action buttons" I'd like to add.
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