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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. @wackyserious Part of my change was reverted, so that's "normal"
  2. Well now you have a no blood mod. I could upload it to mod.io, but that's work. Kushites add blood, some, not all units like chariots, and animals had it, so I unified everything to have it.
  3. Hello @Free and welcome to the forums ! Glad you want to share the game with your children. The aim of the game is to entertain while teaching some history. There is very serious research behind the civilizations, as you can see by the work @Sundiata conducted very recently, and that work also go towards voices. I don't consider units speaking some modern language a good way to respect historical accuracy, as most of the languages that are spoken now are different, and can't possibly represent the faction they can be assigned to. Making Zapotecs speak English is just plain nonsense. If you really want this to happen, you can record voices for every civilization in the languages you want which should cover a few simple sentences you can find here https://trac.wildfiregames.com/wiki/Audio_Voice_List That could make a great mod and we encourage you to do so. Here is a small mod that disables blood from the game entirely. Just drag and drop it on the 0 A.D. executable, or double click on it if you have them already bound to the game. I made it a few minutes ago, so there might be some left overs as it's a few hundred files to check but it should clear 99% of the blood. no-blood-and-gore-mod.pyromod The previous did not consistently have blood because of the great number of iterations and the lack of variants.
  4. That's because the Alpha texture slightly alters the color, because it has details of its own, and maybe a color of its own.
  5. I guess that settles it. Any ideas for a more generic name ? Or does it fit being extended to other objects ? function Settlement() {} Settlement.prototype.Schema = "<empty/>"; Engine.RegisterComponentType(IID_Settlement, "Settlement", Settlement); /* * TODO: the vague plan is that this should keep track of who currently owns the settlement, * and some other code can detect this (or get notified of changes) when it needs to. * A civcenter's BuildRestrictions component will see that it's being built on this settlement, * call MoveOutOfWorld on us (so we're invisible and only the building is visible/selectable), * tell us that its player owns us, and move us back into our original position when the building * is destroyed. Don't know if that's a sensible plan, though. */ EDIT : It should be in Build Restrictions actually function BuildRestrictions() {} BuildRestrictions.prototype.Schema = "<element name='PlacementType'>" + "<choice>" + "<value>standard</value>" + "<value>settlement</value>" + "</choice>" + // TODO: add special types for fields, docks, walls "</element>" + "<element name='Territory'>" + "<choice>" + "<value>all</value>" + "<value>allied</value>" + "</choice>" + "</element>" + "<optional>" + "<element name='Category'>" + "<choice>" + "<value>CivilCentre</value>" + "<value>House</value>" + "<value>ScoutTower</value>" + "<value>Farmstead</value>" + "<value>Market</value>" + "<value>Barracks</value>" + "<value>Dock</value>" + "<value>Fortress</value>" + "<value>Field</value>" + "<value>Special</value>" + "</choice>" + "</element>" + "</optional>"; // TODO: add phases, prerequisites, etc /* * TODO: the vague plan for Category is to add some BuildLimitManager which * specifies the limit per category, and which can determine whether you're * allowed to build more (based on the number in total / per territory / per * civ center as appropriate) */ /* * TODO: the vague plan for PlacementType is that it may restrict the locations * and orientations of new construction work (e.g. civ centers must be on settlements, * docks must be on shores), which affects the UI and the build permissions */ Engine.RegisterComponentType(IID_BuildRestrictions, "BuildRestrictions", BuildRestrictions);
  6. I'm gonna need this too for my own mod. I'm going through all the previous alphas to see if it was ever done.
  7. Yeah I'm counting on that.
  8. Yeah it was mostly as a reference for how to do it. Could also work with a fake ranged attack But it would be nice if it was some kind of converting aura units had (though that might make things more performance heavy).
  9. There is an old convert attack mod here.https://github.com/0ADMods/convert_attack The difference with siege engines is IIRC they use building AI which makes them different from units.
  10. Was thinking the same Could work pretty well for nomad mode. Now having the ability to build buildings on very specific sites would be great bridges or no bridges implemented You could make a bridge entity that can be built and garrisoned over water on specific sites. Even draw bridges
  11. Interesting, which of the prealphas ?
  12. You you can add transparency, by using the transparent texture as a mask in the options ?
  13. The issue with Delenda Est maps is they are Delenda Est maps, which means they rely on stuff that doesn't exist in Vanilla 0 .A.D.
  14. I can't seem to ba able to answer the guy who complained about us using torrents... And says our game is henky. @Palaiogos maybe you could try to answer him.
  15. As far as I'm concerned as long as they are historically accurate and looking good it's great and shouldn't be lying on the forums. Dunno having specular is useful though, could be for brooch etc and also if we ever have different female levels with better/different auras for instance when garrisoned. I plan to update the UV Layout in the future so we can have non symmetrical sleeves and that trousers are below instead of on top. It should be done with a script but I'm not sure I can pull this off alone. Especially since we still have a lot of DDS files and I don't have a non destructive easy way of importing them.
  16. Well not really. For one gimp can open those and also like using odt and doc Is rather have an untouched original PSD format than a broken conversion.
  17. http://osxdaily.com/2018/06/16/0-ad-mac-age-of-empires-clone/
  18. I'm really sorry but I think your processor integrated graphics card is too old :/ 2008 was a long time ago. https://ark.intel.com/products/33910/Intel-Core2-Duo-Processor-E8400-6M-Cache-3_00-GHz-1333-MHz-FSB The logs are in the same place you found the system_info.txt file it would be really interesting to know where it crashes though.
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