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Found 60 results

  1. Byzantine faction have bonus? They should be good with defense and booming at last have iron bonus. The others? Saxons Norse Carolingian
  2. Hello everyone i've made this mod for made a little change on the visual perspective between combat and city for myself with little changes but maybe someone could enjoy it too or have an use of it on their own projects, this is just an addition of what the UnitAi already has in the "COMBAT">"APPROACHING" line replacing the default animation variant with the "combat" one defined in the end of some infantry actor files What it does? well the infantry usually use this animations for walking and figthing: This mod replace the animations when in combat with their respective ready variant already ingame when approaching for attack, or when the Ctrl + RM hotkey is used i haven't played all factions yet so maybe one or another guy could have a wrong cape or something else, Enjoy. Files:Combat.7z
  3. The Scorch "We are in the late antiquity or early dark ages of an alternative universe. The Roman Empire (or rather, it's equivalent) was still expanding, while experiencing a relatively peaceful transition to monotheism. Philoshophical and scientific schools have progressed largely untouched by religious dogma, leading to great advances in knowledge and technology. That was until the past couple of decades, when a series of cataclysmic events, including natural disasters, climate change and a so-called barbarian invasion, reshaped the landscape to a largely barren scenery, while killing huge portions of the population and threatening all people of the known world with extinction. Superstition and hopelessness are on the rise, while tensions between the monotheistic majority and the pagan and secular minorities, as well as between the upper and the lower classes have never been higher in recorded history. The old world is divided in new factions, with current clashes and revolts bound to become large scale wars for survival and control of the remaining natural resources." This is a synopsis of the back story of a strategy game concept I'm developing, on and off, for some years now. It's ment to be social commentary and satyre as much as an RTS game. I've been thinking of using 0 A.D. or Warcraft 3 as the basis for it. The former would give increased gameplay flexibility and a more authentic setting, while the later ease of work and models for the inclusion of a variety of units (steampunkish airships/drones/vehicles and possibly even fantasy/magic). I'll propably not work on this for a while, but feedback and brainstorming is welcome, as well as suggestions for possile 0 A.D. building sets for the factions if the game is chosen. Short descriptions of the four factions/civs follow. Order: "The remnants of the old imperial state are rapidly turning into a much harsher totalitarian regime, of the religious variant, largely controlled through the influence of the Church Of Light. The majority of the population follows, willingly or not, providing the numbers of it's levy armies, along a small core of knightly imperial guards and elite church funded-zealots. Cheap propaganda, spoken to great effect by his holyness, the Minister Of Truth, demonizes whoever is living on the other side of the borders and promises rewards for the honorable and loyal servants of church and state, in this or the next life. The young ambitious emperor is currently little more than a glorified warlord, bound to prove his worth in military success, see what's left of his empire replaced by a complete theocracy or worse; face annihilation." Possible units: Greed: "A number of weathly merchants, landlords, provincial governors and other oligarchs have formed a shady (and possibly loose) alliance backing a claimant to the throne, which controls most of the few remaining valuable lands and a majority of the former imperial armies. Bolstered by mercenary soldiers and scholars, their force is a numerous as well as technologically advanced one. Their espionage, propaganda and provocazia methods are second to none, with their full potential largely unknown to outsiders, making this cunning faction the most likely candit for ruined world domination." Possible units: Freedom: "In the power vacuum caused by the retreat of imperial troops, a number of minor provinces have claimed independance. In some cases there are efforts of horizontal self-governance by the people, backed by some renegade philoshopers and inventors who refused Greed's gold and escaped Order's persecution, as attempts to survive the new conditions through cooperation rather than face oppression. Their raids on oligarch properties along their religious freedom often get them labeled as criminals, terrorists or devil worshipers." Possible units: Chaos: "Forced to migrate by the events of The Scorch, tribes of steppe riders have approached from the far northeast. Unified with clans living on the imperial border through conflict, marriage or blood oath, they marched towards the weakened empire in hopes of settling in what they hoped to be greener pastures. Since their entrance was forbidden, they have defeated several imperial armies during what has so far proved to be a desperate march against time and arid land. Regarded as barbarians, they have been largely fended off the strongholds guarding most of the few still fertile lands, while a number of them has found employment as mercenaries in Greed's armies". Possible units:
  4. I was playing this. is better than AoE DE.
  5. Do you think units die to quickly and would like to double their health? Halve their speed? Reduce structure capture points? Increase unit training time? Change the batch time multiplier? Make technologies slower to be researched? Tweak loot? Alter gather speed? All that can be done easily. This mod just contains a single file that multiplies such values globally by 1 (i.e. no net effect). You can use it to set them to values you prefer. It is also possible to replace "multiply" with "add" or insert other lines of code. All you have to do is download the zip (attached, 2 kB), extract it, put the folder in the `0ad/mods` directory, launch the game, select, enable, and save the mod, and click start mods. This tiny mod should be compatible with any mod or game version. global_multipliers.zip
  6. Is it possible that I could change the game enough and make it into a World War 1 style RTS game? (With armoured trains, Zepplins, etc)
  7. Full body armor Persians and parthiansc and their pants. Indie pants
  8. This is more of an interest check than anything, as well as a place to ask for help or discuss the mod. Would people be interested in a mod like this? Would anyone like to help? Is someone already making a mod like this and should I give up? Sadly, I don't have anything to show at the moment but an idea. And a link to a discord where development will be discussed. Development Discord link: https://discord.gg/9AGJ2ya
  9. 0 A.D Mod Introduction to Antiquorum Antiquorum is a large-scale modification for the game focusing mainly on historical authenticity and completely reworking the games unit roster and balance throughout the phases. These additions add a whole new aspect to the game and would allow more variation in game battle compositions as well as overall strategies for certain civilisations. Currently, I'm working on this onerous task alone, but if you are interested in helping out you can contact me. Feedback and constructive criticism are welcome as well! Gameplay Changes The mod will focus on slower gameplay, adding a more diverse and strategical look on the game. Random maps will most likely be prominent in the mod seeing as I want scouting to stay important. Starting metal and stone mines will be placed much further away from the civic centre most likely. LOS will generally be much smaller than the base game. Unit Roster & Unit Creation Changes Overview Civic centres now only train women/villagers and the very basic unit of most factions. The Spearman. Certain civilisations might have exceptions. The barracks unlock several early units you would expect from a barracks and cc in the main game (not all!). The barracks cost has been increased. This gives players a more significant choice of economy or military. It also makes raiding with cavalry a much more viable strategy in the game. Light cavalry is much cheaper now. New Slaves fully implemented to all factions, created in the market (Have a finite life span). Numerous new units added to the game. Unit Class/Structure After reviewing the situation with my mod, I have decided to follow a Unit structure much like @wowgetoffyourcellphone's proposal in this thread (Did not quote here to save space): 1. Slave - Their sole use is for the economy, if possible, male and female versions. Possible short lifetime? (Can't build?) 2. Citizen/Villager - Much like the basic villager in the main game, a possible aura that gives nearby slaves a gathering bonus? 3. Citizen Soldiers - Normal barracks military units generally used for attacking, can also build military structures. Have the same aura as citizens. They do not gather materials. 4. Champions/Trained Soldiers - Trained from city phase buildings (<<<< There might be exceptions). Professional/Trained soldiers with a sole purpose of fighting/capturing. 5. Heroes - Very minor changes (balancing etc.). For the most part will stay the same as the main game. +. Extras - Mercenaries may vary, sometimes fitting in the citizen soldiers category (Maybe their own since they will not be proper citizens), Champions/Trained soldiers, and possibly even slaves? Quick Note: If you have any ideas for a new unit to be added to the game, please visit this google form and fill it out! This would be Hugely Appreciated, Thankyou. So hope you all enjoyed this little teaser! Look forward to heavy updates! Cheers,
  10. Hello. I made this topic to show the progress of my mod. accept suggestions
  11. Ever since I improved the water graphics I've wanted to play with a polynesian nation on 0 A.D., just going around the map, fighting gaia, things like that. So these last 2 days I've made a very quick Polynesia minimod. You can't really "play" it, it's mostly to fool around with the civ. I recommend you only play it on the Naval scenario "Polynesia", which is unfinished too because it's a little boring to just plot trees. The finished part looks nice though. No real enemy. Maybe I'll get around to adding actual gameplay to it (mainly, an AI that does things). It might be fun if I can get my core idea to work (check the text file). Features: -You can build polynesians villages in places where you could build docks, if it's in neutral territory. They act like CCs and are the only polynesian building -Canoes can fish if you garrison females in. They can attack if you garrison warriors in. -Warriors will switch between ranged/melee attacks based on distance. -Sharks won't attack you, but they are everywhere on the unfinished Polynesia map. You can kill them, if you can catch them. -Most islands are full of animals, both nice and not. Sanderd, you'll want to look at the components folder. I've attached the base art files (blender/photoshop) if people want them too. In particular I've remade the sharks, they might be better than the existing ones. The good thing is that I've gotten a lot better at understanding animation integration from Blender to the game. Screenies: polynesia.zip polynesia_art.7z
  12. 0 A.D. is getting more and more stable with every release, which is nice. But on the other hand there are less groundbreaking features in every release. For that reason more and more mods are being developed by different members and subgroups of 0 A.D. Most of the mods can be installed by downloading the mods and unzipping it in the right folder. The mods can than be activated in the 0 A.D. mod manager. Yes, it is awesome 0 A.D. has already a graphical mod manager. However, finding information about the mods is not easy and installing/updating them manually for each new release of 0 A.D. (approx. every 6-9 months) is not something everybody can do easily. Therefor it would be nice to be able to install available mods for the current release through the mod manager. There is already a repo with mods: https://github.com/0ADMods most mods have a moddb page: Rise of the East: http://www.moddb.com/mods/rote Delenda Est: http://www.moddb.com/mods/0-ad-delenda-est Millenium A.D.: http://www.moddb.com/mods/millennium-ad Ponies Ascendant: http://www.moddb.com/mods/0-ad-ponies-ascendant Aristeia: Civilization Bronze Pack: http://www.moddb.com/mods/aristeia-civilization-bronze-pack and the upcoming new mod: Oniversalis: Age of Exploration: http://www.moddb.com/mods/oniversalis-age-of-exploration
  13. Hello again, I'm glad to present you the second version of the metagame, where many things have changed. Game: Updated 28-11-2016 IMPORTANT FIX - Marian Reforms Missing MetaGameV2_2.zip Patch: Updated 28-11-2016 IMPORTANT FIX - Marian Reforms Missing MetaGameV2_2.patch Docs: CivBalance.odt Main changes: Creation of category subtypes to improve the strong-weakness system (and make it more diverse) Rush: Strongest in phase 1. Weak in phase 2. Weakest in phase 3. Successors Changes Can't build fortress. Siege only avaible on CC. Champions can only be recruited on Militar Colony. Militar Colony can be built on phase 1. Ptolemies No changes Seleucids Changes Seleucid corrals can recruit militia cavalry. Militia infantry also affected in matter of costs and debuff. Rush-Wall: Stronger in phase 1. Normal in phase 2. Weaker in phase 3. Celts Melonas in age 2. Champions can be only recruited on CC. Start with one unit of the same type you'll use to rush. Britons Dog rush. Kennel in phase 1. Cost 0. New tech Woad Painting. Puts a fear aura over your units that'll lower enemy citizen's attack on sight by 20%. Don't affect champs. Lowered dramatically longsword champions armor. They got slow yet deadly attack rates. Gauls Druid rush. Temples in phase 1. Cost 0. Set fanatics armor to 0. Boosted heath, speed and attack rate. They can't capture buildings, only attack. Wall-Rush: Strong in phase 1. Strongest in phase 2. Weak in phase 3. Carthaginians Wall role. Walls cost 0 and have enormous resistance but they've got the slowest build rate. Removed Carthaginian Embassy. Carthage doesn't got barracks. All mercenary citizens and champion elephants are recruited in markets. New building Tophet. Reduces Sacred Band cost and maximum population by 50% for each Tophet. Persians Wall role. Boost walls with Persian Architecture after you build them. Units now cost food only. Persian storehouses give a slow trickle in all resources. Wall-Eco: Weak in phase 1. Strongest in phase 2. Strong in phase 3. Mauryans Pillar of Ashoka effects are stackable. Iberians Reverential Monument effects are stackable. Rework of the Iberian Maisu Burdina Langileak Tech. For each Blacksmith you control you reduce unit's metal costs of your team by 10%. New building: Foundry. Special armory that has the Iberian Special Techs. Unique building. Eco-Wall: Weaker in phase 1. Normal in phase 2. Stronger in phase 3. Hellenes Civic Stoa, Royal Stoa and Theatron are considered influent buildings, they're visible to all players. No Theatron build limit. Spartans New technology Femine Mystique. Improve all women's economic parameters by 25% but increase cost in 25%. Spartan houses can spawn women without need of the house tech. New building Tall Spikes. Special building for Spartan women. Deals heavy damage to cavalry on contact. New building Small Spikes. Special building for Spartan women. Deals average damage to all units except for siege. Athenians New building Propylaea. Doubles other player's structure build time. Visible to all players. Eco: Weakest in phase 1. Weak in phase 2. Strongest in phase 3. Macedonians New tech Military Reforms. Allows to build new building Reformed Army Barracks. Each one can recruit 16 Lothos pikeman lines, which are population free. Can heal Lothos infantry. Siege workshop can also be built on enemy/ally territory. Can build ballistas in Age 2. Romans New tech Marian Reforms. Allows to build new building Tent. Each one can recruit up to 8 Contubernium swordsmen squads, which are population free. Can heal Contubernium units. Rome champions cost the same as the hero, to reduce their numbers in battle and enhance their role as the general's vanguard. Infantry got a vanguard aura that increases hero's armor if the hero is near, and cavalry increase attack. New skin for Rome's outposts.
  14. How To Play update or downgrade 0 A.D. to fit the requirements of the mod version you want to play download the .zip file of the desired MinMod version extract it to <0 A.D. installation folder>\binaries\data\mods run 0 A.D. and navigate from the main menu to Tools & Options → Mod Selection (select the mineral mod entry in the upper field) → Enable → Start Mods start a new single player game with a supported map ************************************************** VERSION 0.2 ************************************************** ************************************************** VERSION 0.1 ************************************************** ********************************************** ANNOUNCEMENT **********************************************
  15. Hello community, Since I was trying to improve meta-game by doing tickets related to the design docs, I decided to integrate all things I've been implementing (along with design changes I propose), and collect them into a mod so devs and players can try them and comment about the changes I'm offering to improve the game experience. I tested a lot the actual meta-game by trying the three tactics, and I found it plain, since most civs feel the same; all of them go to champions (except ptole and maybe minor rushes) and all of them grow exactly in the same way. At least I wanted to make each civ win with something different, making the metagame more diverse and interesting. Mayor aspects: Design: Rush civs: Strong against eco, weak against wall. Stronger in age 1. Early/free access to economic structures that can accelerate their growth. Early access to economic units. Easy difficulty. Wall civs: Strong against rush, weak against eco. Stronger in age 2. Early/free access to defensive structures. Early access to champion/siege units. Medium difficulty. Eco civs: Strong against eco, weak against rush. Stronger in age 3. Access to the most powerful structures. Access to the most powerful units. Hard difficulty. Champion costs: Rush civs: 150 food/wood/metal infantry (except persians), 200 food/wood/metal cavalry. Wall civs: 100 food/wood/metal infantry, 150 food/wood/metal cavalry. Late civs: 50 food/wood/metal infantry, 100 food/wood/metal cavalry. The diff I'm attaching contains the basic aspects of the game, it will be updated on this very post. If you don't know how to get the patch working I'll upload the mod soon. Thx you all for your time, please if you want to test this don't hesitate to contact me so we test For developers: MetaGameV2.patch PlayerFilesGenerator.sh For players: MetaGameV2.zip
  16. i would make some tests with terrain editor and i have no experiences with editor, so i follow my first tutorial here http://trac.wildfiregames.com/wiki/Basic3DImplementation but i cant add model to editor, i says some xml error i use 3ds max 2014 with collada include, i export model to C:\0ADSVN\data\mods\public\art\meshes\props as wrld_create_test.dae and texture to C:\0ADSVN\data\mods\public\art\textures\skins\props as crate_test.png model is cube 4x4 generic units Where can i find instructions for 3ds max?
  17. Hi all, Im making a new map, the siege of Halicarnassus. This is the very first preview, it is still in progress, but i would like to receive some feedback. Yes, it has a lot of props, i like detail, i'm just trying to make it more "vivid". This is the reference im using, i didn't make it exactly as is shown there, i forgot to add some things while making it, but now that is that advanced it may be a pain! http://www.discusmedia.com/maps/turkish_city_maps/5594/ v1.1 v1.2 1.3v This is what it seems to be the end of the map. Perhaps i could release as a 4 player maps (3v1), but, believe me, you cant play it (It lags without unit around, imagine it with units) Anyways, I had to improvise the Mausoleom, with walls and ground elevation. It has some greeks buildings, as i understood while i was reading, they had some multicultural life. I tried to make it, the most accurate possible, obviously, for many reasons there a lot things that cant be made, but in the other hand, i forgot many others . Hope you enjoy it! 1.4v
  18. I'm requesting this principate for have an new experience and try to give new experience to maps maker and adding mercenary units to the Atlas based in my own suggestion. We have a data( git hub with art made by volunteers) I want to create, sub factions and other stuff may be I need help by @wowgetoffyourcellphone To suggest and help me with units, he is great modder and this mods benefits his own mod.
  19. Not finished. Missing: Triggers.Details. First update: Second update: Now playable in game. Constantinople_Midnigth_Assault.zip
  20. The Council is both happy and proud to announce a brand new release!!! I think this is what you all have been waiting for! Millennium A.D.'s first release ever! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Ashmen. This is the word Norsemen were called after by the Germans because they used Ash wood for their boats. What is new? This is our first release so in a way everything is new, but compared to last development the unit textures from the Norse faction are completely reworked (by wackyserious). Also we have better and more house variants. On top of that we have a new storehouse building. (all modeled by Stanislas69) I tried to capture everything in one high-res screeenshot: In the background on the right you see the new storehouse building. The two small buildings are two of the house variants. The units that you see are (nearly) all the new unit textures. Next to that we also added a Norse hero: Eiríkr hinn rauði (better known as Erik the Red): Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to:1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into <installationdirectory>/binaries/data/mods. You'll see another folder there called 'public'. 3. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 4. Enjoy the mod! Download: millenniumad.zip mirror: http://www.moddb.com/mods/millennium-ad/downloads/ashmen-19 In the last few months some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: http://wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, play testing or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: http://play0ad.com/community/donate/ The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com
  21. Part 1: I downloaded Alpha 19 directly. As soon as I start the game from the shortcut in the Windows start menu, it initiates and takes me directly to the mod selection menu. Is this normal? I thought it should take me to the main game menu. Part 2: In the mod selection window, I select the Alpha 19 mod, enable, and then start the mod. Then the main game menu comes up. The game works fine. However, when I go to the scenario editor, it does not start. I have given it over 5 min for the user interface to show up. However, when I open windows task manager pyrogenesis.exe is running in the background. This does not seem normal. Intuitively, I would assume the main game menu starts from the beginning, then I can go straight to the scenario editor. This is not the case. Is this normal? What do I need to change to get Atlas working?
  22. Hello, the name is mute. I am currently planning a few mods and one thing came to mind I want to add a few new resources Reasons Water Minerals/stones Cloth Special Minerals Former CoM, but still looking to be helped by them Finaly the water as been added, even if only a beta stage
  23. Since I have a rather definite idea of how it will be the mod : 'll add a generic first civilization : to represent the following civilizations : Olmec Maya Mexica this 'm still not sure about adding the mod. I'll start : Description of Units: infantry Generic Name: Eagle Spearman Specific name : Cuāuhpipiltin Class: Spearman Armament: lance ( 1.20 m) and a round wooden shield . appearance : Basic: A tunic that starts from the waist to the knees , will gold bracelets on his left forearm , almost all basic units will look like this at first. Advanced: The robe will eagle feathers, have an ornate shield, have a necklace bird bones and leather armor . Elitecasco of a Golden Eagle , a layer of feathers that will be joined to the arms for a few bangles, a shield decorated with feathers at the bottom . History: cuāuhpipiltin (singular cuāuhpilli , "noble eagle " in classical Nahuatl) , also called warriors eagles were a special class of warriors in the Mexican military, which along with Guerrero jaguar or " ocēlōpipiltin " primarily composed warrior elites the old Aztec Empire. Function: good woodsman and explorer Generic Name : Mesoamerican Archer. Specific Name: Tequihua Weapons: A long bow appearance : Basic: cotton armor dyed black feathers on the shoulders . Advanced: a similar to that of the eagle warriors robe , round wooden shield . Elite : a helmet shaped head of a heron . History : Function : good casador Generic Name : Mesoamerican Swordsman . Specific Name : Ocēlōpilli . Armament: obsidian sword and round shield ornamented or a gold shield . appearance : Basic : a robe from the waist to the knees. Advanced: a layer of jaguar skin , some gold bracelets on her right arm and one on his left forearm . History : Function : good Mining Elite : A jaguar shaped helmet , a round shield with feathers and a gold necklace . Support Units : Generic Name : Warrior Priest Specific Name : tlatoani . Class: Healer . Appearance : white robe , she goes on a green color and another player . I stick it good function . Generic Name : Meosoamerican Woman Specific Name: Elemicquicihuatl Function: cultivate better Appearance : a robe from the waist to the knees , has a poncho. Generic Name : Merchant . Specific Name: Appearance : Similar to the merchant wagon Aztec and Maya of AOE II Naval Armada : Pending . Champions Units : Generic Name : Lancer Olmeca . Specific Name: Armametouna obsidian spear Appearance : It has a cotton armor , a wooden shield , and a plume of feathers. Function: Good against cavalry and buildings. Aura: infantry is stronger against archers. Generic Name : Aztec Jaguar Warrior . Specific Name: Armament: obsidian sword and a round shield . Appearance : a tailored layer jaguar jaguar skin and a helmet shaped jaguar. Aura: the infantry is stronger and better fight Specific Name: Lancer Holcan Maya. Weapons: spear ( 2.10 m) a round shield Appearance : cotton armor , a gold necklace . Function: good against champions buildings and units. Aura: drives are faster . units of the Civic Center : Melee Infantry : Jaguar Warrior . Infantry Long Range : Mesoamerican Archer. Impersonates Infantry Cavalry : Eagle Warrior
  24. Guys, take a look at this Mayan Cenote I created. Im going to make a map that resembles the mayan world. Please let me know if you wish to try it out when its done. meanwhile check out my "Valley of the kings" or "The cove" These are some maps Iv been making. Thanks
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