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Showing content with the highest reputation on 2017-04-24 in all areas

  1. Atlas map editor screenshot Texture file
    4 points
  2. Here I post my tutorial about template modding and unit creation. Enjoy! I hope you learn a lot of it! If you still have some questions, feel free to ask. edit: the resulting files can be found here: http://www.wildfiregames.com/forum/index.php?app=core&module=attach&section=attach&attach_id=7532 edit2: From now on, the tutorial can be found in the wiki: http://trac.wildfiregames.com/wiki/CreatingNewUnits This wiki page contains additional info (compared to the pdf document) with regards to setting up your mod, to work with the Mod Selector found in 0 A.D. Tutorial Unit creationv1.pdf
    1 point
  3. That is the case.* As is, while some may argue that the game lacks diversity in the cultures represented, given the fact that the game is still in alpha phase and has not yet formed a coherent goal for how gameplay would function, I wouldn't be worried about the current blandness found in factions beyond their aesthetics. *Unless the team changes its mind.
    1 point
  4. I read it but, I think somelse can answer... the game is in alpha stage , that very early to create that. But some debes things in these ideas. also suggested discord yet.
    1 point
  5. Some updates (Some minor tweaks on the shoulder area) The .psd is almost complete, I'll start a new thread in the modding section once I've finished everything.
    1 point
  6. The 0Ad Mp #003 was my Video...how can u find them I have only 21 subs...I am happy anybody watched my Video yeah
    1 point
  7. I don't know how hard it would be to code, but it would add to realism to give units with ranged weapons a limited amount of ammo. A Legionary would only have three pila, both because of weight and bulk. (That's how many they carried in real life.) An archer can carry more arrows in his quiver, and a slinger can also carry a fair number of projectiles. Once they've used up their ammo, they're no more than infantry, usually un-armored. Of course, after the combat they can re-arm, although that takes time.
    1 point
  8. There is a file called player.xml: https://github.com/0ad/0ad/blob/48a50668e4296c653d8d02e108038d6714b5dcf3/binaries/data/mods/public/simulation/templates/special/player.xml
    1 point
  9. "AI build walls" That's planned and afaik Sandarac uploaded a wip patch doing this some days ago.
    1 point
  10. You edit the relevant units XML template file if your a Windows guy install notepad++ it can be set for various coding languages XML being just one it also handles json files which cover GUI and simulation features for your mod remember to do a copy of the default files rename the folder there in to some like mymod then edit those not the originals this is just basic strategy for all coding/modding that and KISS which is "keep it simple stupid" to start till you get familiar with the whole process small steps at a time that make sense to you at the time as you gain experience getting things to work the way you what them to,and feel free to ask questions as you may have noticed by now we don't bite Enjoy the Choice
    1 point
  11. Try to stick closely to the tutorial http://trac.wildfiregames.com/wiki/CreatingNewUnits It will teach you the basics, and you'll get more ideas as you advance further. The instructions there are very clear, just follow each step. and try to create a Gallic axeman. Then, see if it will appear in-game after you finish working on it. Goodluck
    1 point
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