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Stan`

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

  1. I'm pretty sure the person who uploaded milleniumad made a mistake like in the mod.json for instance and that broke the whole thing. What I don't understand is why the mod would be available without anyone's consent
  2. Who the @#$% uploaded the mod ? Seriously, I'm mad furious right now.
  3. Kinda weird for a nomadic tribe to have fields. They should rely on cattle and Corral's. For shaman we could have a placeholder unit. Music not much we can do unless you know sound artists. Fortress I don't know but wonder has been missing for a long time in the van dynasty. We could just use Stonehenge for the time being.
  4. The farmstead and the cavalry thing can probably be fixed quickly... Im not sure why those error occur. Maybe I forgot some textures.xml in my package mod
  5. No they only get copied by the archive builder. Else they don't
  6. Yeah basically death when attached to a cart
  7. 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
  8. 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.
  9. 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
  10. Sorry bout that. If you want a make amod about that I could probably make some pull requests
  11. I propose they are only able to capture walls and/or fortresses.
  12. 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
  13. Good we will commit that after the rerelease. Remind me if I forget.
  14. Hey thanks for reporting @feneur @implodedok can you fix this ?
  15. 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
  16. Well that's weird maybe @Itms would know more about it
  17. Yep it does Actually one of the reasons I asked you to try is because you are on macOS
  18. Can you make a patch upload it somewhere ? You know just in case
  19. Part II will only start when we are done with Part I, so no page. https://www.moddb.com/mods/rote
  20. 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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