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Showing content with the highest reputation on 2025-09-05 in all areas

  1. Here's the translation: Hello, friends! I'm excited to share more updates about my mod, Worldrising. This time, I've made significant progress on the Japan map, which I'm developing with great care to bring an immersive and authentic experience. My goal is to create specific missions for this map, making gameplay even more strategic and engaging. Additionally, I'm exploring the possibility of implementing cutscenes to add depth and highlight important game moments. If anyone has experience or tips on creating cutscenes in mods, I'd be grateful! I've also created new structures, reworked units and buildings, and adjusted various parameters to balance gameplay. I've implemented technologies and upgrades tied to structures and units. For example, when advancing to the 2nd Era (Polished Stone Era), villagers are automatically updated and gain access to new constructions. Existing buildings, like houses, also evolve through technologies. I've created many new props and textures and refined some existing ones. Check out some images below and share your comments, suggestions, or tips! Challenges I'm still facing: Structure animation: Gatehouse animations appear lying down in-game, while they're upright in Blender. I've tried repositioning the wall, but the animation ended up inverted... It's a problem I haven't solved yet. Animal animation: They still have the same animation issue. Thanks for your support, and see you next time!
    3 points
  2. I think this is a known issue, there are 2 solutions: 1. You can open your matchsettings_mp.json using any text editor and delete the entries relating to "seed". Save and close the file and it should not happen again. 2. Atrik has made a mod which resets the seed for map generation. This should fix the issue.
    2 points
  3. Couple of pointers - Why do you have the tests folder? I suggest deleting it or properly using it to only test new functions. - You can compact UnitAI like this and only include functions you change/add. Note the ReRegister on the last line. After doing this you can delete the interface file for UnitAI aswell. - I think Stan has a valid point about optional elements, you forgot 2 unless they are intentionally not optional.
    1 point
  4. The descriptions of Persian trader and Carthage merchant ship says that they gain 25% more trade income than normal and in files it is <GainMultiplier op="mul">1.25</GainMultiplier> , but both template_unit_support_trader.xml and template_unit_ship_merchant.xml has <GainMultiplier>0.75</GainMultiplier> So normal trade income is 0.75 not 1. Build: Jul 14, 2025 (release-a27.1, 6a576)
    1 point
  5. Look at the animal templates and see if they have a tag. template_unit_fauna https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
    1 point
  6. This mod fix the seed and mapscripts bug loaded persistently. Idk why I or nobody did it before... ResetSeed.zip
    1 point
  7. Absolutely. There will be a lot of fixes and improvements. Then again, it'll be further from A25 than A26. But I think it's always a good idea to port to the latest. Maybe plan on porting over to every other release?
    1 point
  8. Hey folks, it has been a while since I've been back on these forums but I wanted to say hello! I hope there are still some of you that like this mod because there is a team of us who want to pick up where project left off. The original creator, Undying Nephalim, has put aside the mod to pursue other projects but some of us that helped him before and over the years are trying to bring it back in a revamp we call, Hyrule Conquest: Reborn. If there is any interest on the forums or anyone that is more familiar with the 0AD system and modding that would be interested in helping out, please contact me. Some of our objectives & goals with Hyrule Conquest: Reborn are: Return to the games roots with a more Age of Empires and traditional RTS playstyle. Harken back to some of the original faction designs Balance, fine tune, and rework mechanics and factions from the version of the game we are using. Potentially reverse engineer some of the newer factions to make them fit the older game design (Sheikah, Zola, etc) Create more maps for single and multiplayer skirmishes based off of areas of the Hyrule Conquest world Eventually have a functioning, written and proper story campaign. Again, if you are interested in helping, please let us know! We will post updates in the future Currently we have a working version of the submod but it only works on 0AD version XXV, hopefully we can port it over to XXVI in the future!
    1 point
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