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Everything posted by Stan`
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Can you make a walk without cart as well ? Also maybe a death variant with the cart and a rein for the trader. If you want to make it awesome put the trader on top of the cart and add reins
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You could also open a terminal where you downloaded the mods and type pyrogenesis milleniumad.pyromod and see if something happens. Else you have to go in the mod folder rename pyromod to zip create a folder called milleniumad Put the zip in it. Open the zip and only grab the mod.json and put it in the folder next to the zip then launch the game.
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It's okay :). So I'm not sure how it's done on Mac but I believe you can drag and drop it on the 0ad icon and it should install itself it will then open the game. You needn't do anything else
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Sorry bout that. If you want a make amod about that I could probably make some pull requests
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I propose they are only able to capture walls and/or fortresses.
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Yes there is I thought I had written it in the PM. Just use -writableroot when you run the game so it doesn't rely on system folders. It could probably fall back to that though. Might be worth a ticket. EDIT : done #5188
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Good we will commit that after the rerelease. Remind me if I forget.
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Hey thanks for reporting @feneur @implodedok can you fix this ?
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You can press continue until it goes away Would be nice to figure out what textures are failing though. Sure. I needed to package them to see if it was even doable. Drag and drop those files on top of pyrogenesis.exe
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What happened to Init map and and export map ?
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Well that's weird maybe @Itms would know more about it
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@elexis
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Yep it does Actually one of the reasons I asked you to try is because you are on macOS
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Ah too bad because it looks awesome
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Can you make a patch upload it somewhere ? You know just in case
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Part II will only start when we are done with Part I, so no page. https://www.moddb.com/mods/rote
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Hello and welcome to the forums. The reason we "stick" to this time frame is to be able to properly depict history. If you start adding the XIX century English to a mod about antiquity, that's retarded. Even if you make Britons evolve to that. How much history are you gonna skip ? There are already 13 civs, while it was decided 12 was enough so there is still hope for new civilizations in that time frame. I'm also gonna say we are open source, our art is open source, we are not paid for this, and we do this on our free time, mods included. Also a part II is planned when part I is finished, and part II will cover 0 - 500 AD. I have no clue what you are trying to say here. However Terra_Magna adds Zapotecs, Xiongnu, and the Han Dynasty to the game. A version will hopefully made available soon. If you wanna go medieval, just look at Millenium AD that covers roughly 500 - 1100. If you make your own mods, you can add as many civs in the game as you want.
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Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
Let's assume I want to make a campaign for 0 A.D. I have several missions, with different objectives, and I might want to have the same mine model with different values of resources, to simulate for example a mine being nearly empty, or one being extra full. Currently there is only one way to go about that. Make XML templates. If I could affect the templates resource amount by script, I would only need on template for a normal, a depleted, and an extra full mine. -
Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
How many things have you planned to do exactly ? :P This is an awesome list you have so far ! On that topic there will probably be a timeout needed, cause you might just have crashed, or lost your connection because you idiot brother disconnected the cable :) Well it would be easier than to create custom templates for it ^^ -
Nah, I saw more like a special tree in the middle of the forest, that spawns other trees when forest starts being empty. https://trac.wildfiregames.com/ticket/1973
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If you make it so.
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[Request/discussion] Siege animations for infantry/cavalry
Stan` replied to av93's topic in Art Development
We'll have them at some point. The good news is thanks to sanderd we support damaging building (making flame props appear here and there) so once units start throwing torches, building will be able to catch fire, with a little work from the art dpt.- 9 replies
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- fire arrows
- siege
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[Request/discussion] Siege animations for infantry/cavalry
Stan` replied to av93's topic in Art Development
Not in a clean way. The only exemple of such a thing would be slaughter and it's a whole new type of attack all together with its own stats. That means to add attack_building there is a lot of code that has to be changed. Also UnitAI a 6000 lines js file.- 9 replies
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- fire arrows
- siege
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(and 2 more)
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No I have an air guitar.