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Veridagorin

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Everything posted by Veridagorin

  1. A lot of these ideas I was already going to include with my mod or would be very compatible and many of these ideas fit very well into the Imaldra faction Shapechanger. Magic items. Portals walls that can regrow(ie walls made of vines so they regrow instead of repair) same with buildings Reanimation (ZOMBIES!!! RUN lol) Skeletons (biped and quadruped). so whats the difference between zombies and skeletons? i'm including a goblin race in my mod and a dwarven race
  2. Rovonin Faction in depth Building style: most buildings made of wood with a celtic/viking style Faction bonuses; - Great Forest: the trees of the Rovonin forest are larger and more fire resistant than most trees. effects Rovonin siege and wooden buildings have a little burn armor. - Volley Tactics: The Rovonin use their archers to attack enemies at a great range of (200m) since accuracy is not important for volleys Rovonin archers have a reduction in accuracy. - Team Bonus Mercenary Guild. the Rovonin Mercenary Guild defines prices that mercenaries are hired for based on their skill making it harder for mercenaries to extort their employers. effects the Rovonin and their allies get cheaper mercenaries. Allies of the Rovonin can train certain Rovonin soldiers Buildings: Wooden - Rovonin Barracks Trains units from the Rovonin sub-culture Village Phase: Village Militia, Longbowman Town Phase: Man-at-Arms, Hoplite, Light Cavalry City Phase: Rova Guard, Fortified Wagon, - Rohnese Stable trains units from the Rohnese sub-culture Town Phase: Town Militia, Companion City Phase: Noble Companion (Requires Support Rohn), Cavalry Archer - Assembly Hall trains units from the woodsmen sub-culture Town Phase: Throwing Axeman, Elephant (mobile drop off site)(Requires re arm the woodsmen) City Phase: Woodsman - Mercenary Guild Town Phase: Generates Resources(requires tax the mercenary guild) Town Phase: Assassin (requires Glokian Government) Soldier that is not auto attacked and that doesn't auto attack. with a high damage first attack. no armor low health and attack City Phase: Thief (requires Glokian Government) Soldier that is not auto attacked, steals resources from enemy drop off sites) note soldiers can still attack thieves and assassins they just need to be ordered to. - House - Blacksmith (town phase) - Palisade Wall - Town Center Village Phase: Villager like female citizen Town Phase: Support Rohn (research) Glokian Government (research) Re arm the woodsmen (Research) Assembly hall units more attack enables elephant. Tax the Mercenary Guild (Research take advantage of the wealth of the mercenary guild), Call on Rova For support (enables the Rova Guard) The Rovonin can only get one of the five town phase researches Stone buildings - Stone Wall (city phase) Watch Tower (town phase) Keep (city phase) Units: Village Militia looks like longbowman without the helmet but armed with a pitchfork or some other piece of farm equipment Village Militia are cheap citizen soldiers that are better left tending a farm than fighting have a slight bonus vs cavalry Hoplite the shield should look like the the man-at-arms no greaves. (pike 5m) The Rovonin Hoplites are citizen soldiers they are standard basic infantry with a slight bonus vs cavalry Longbowman Archer with Great Range. in many Rovonin towns and villages Longbow practice is mandatory giving the Rovonin army a large pool of skilled archers to draw from Man-at-Arms (soldier armed with a flail) The Rovonin Flail was a simple agricultural tool developed into a weapon when the riverlanders saw its potential when they used flails to great effect against Doonish raiders. Flails later became popular among middle class professional soldiers because of it's ability to crush through all but the best armor Town Militia (armed with Axe) These citizen soldiers are little more than a town guard that train for an hour once a week. not being able to afford much armor, these soldiers will not stand up to professional soldiers especaily not heavy cavalry in a fight. but they are comparable to other citizen soldiers Light Cavalry Town Militia on Horse are simply Town Militia that own a horse they see more action than town militia because light cavalry are concerned with keeping the land around the town clear of bandits defending the walls themselves Throwing Axeman (obviously with a throwing axe instead of a spear) the francisca axe comes from the northmen culture and they use it to great affect to shatter enemy shields before entering into combat citizen Soldier Woodsman same as throwing axeman (but with a bow and an Axe) the woodsman has a shield when he is shooting arrows it will be on his back the difference between woodsmen and northmen is that the woodsmen are Rovonin that have adopted the northmen culture while bringing some of the Rovonin culture with them like the longbow. since its hard to tell the difference between the two woodsmen and northmen are often used interchangeably. these woodsmen are citizen soldiers hardened by fighting off sengayrs and outlaws. they have more experience fighting then the average citizen soldier Rova Guard The Rova Guard are solid heavy infantry from the Rovonin city of Rova. they are professional soldiers. the people of Rova originally come from the island of Rove they brought with them a wide plethora of polearms from Rove the most popular being the halberd. they have a good bonus against cavalry and slight bonus vs other infantry Fortified Wagon A wagon with a platform that has walls Fortified wagons are pulled by nochatons and are used to protect their longbowmen from enemy infantry and cavalry Companion (with a Man-at-Arms Type shield (Nochaton has two horns and will lower its head to charge providing a three pronged attack) no bit reigns or spurs The Companions of Rohn are called the companions because unlike most cavalry the nochaton and its rider are best buddies they go everywhere together and always have each others back. they are more expensive than most cavalry because the nochaton is not a slave so both the mount and the rider need to get paid and supplied with armor and among other things get edible food Companion archer like the companion but with an open faced skullcap the Companion archers are much fewer in number than the companions as it takes great skill to fire a longbow from a nochaton they also don't shoot from as much range as foot archers saving their arrows for much closer targets Noble Companion (with Chainmail dropping down its legs similar to the first picture) Made up of the Rohnese nobility these companions do not look at the cost of the armor only at its effectiveness of protection even though their armor is very heavy they could still beat lighter cavalry on a horse in race. they have one of the most powerful charges in all of Anorithia. but their armor doesn't come cheap making them very expensive to train weapons: Sword. Nochaton has sharp extended blades on its horns Ram Woodsmen Carrying a tree trunk possible upgrades (incendiary head) (metal head) edit: i'm looking to build a team of modders to help with my project.
  3. i can't upload it to the council of modders because GitHub says i can't have a private repository on a free account i can upload it to my GitHub user just not the 0 ad one
  4. Thanks I'm afraid you will hear very few nochatons giving speeches for 2 reasons 1. racism since they look like lesser beasts of burden they are often treated like they are. 2. nochatons generally don't become political leaders the lochatons are just dropping the stones not hurling them kinda like the griffins in the chronicles of Narnia and i'm thinking like 2 or 4 of them holding sling and half of them letting go to let the rock drop for the Imaldra long silvery hair would look good i didn't think of that i guess its better than being bald i have started writing a book a while ago i'm not too skilled with art as might be obvious from the quality of the drawings so if anyone is interested in helping out with that you can inbox me or something. are their any free programs i can use to make models and animate them?
  5. yes it worked I added a faction and when i go to test my mod when I go into the single player lobby i can't select any civs and there are these error messages initCivNameList ( ) (gui\gamesetup/gamesetup.JS:481 initMain ( ) (gui\gamesetup/gamesetup.JS:126 initonTick ( ) (gui\gamesetup/gamesetup.JS:616 Syntax error:JSON parse parsing JSON data in civs Doonland.JSON
  6. Changes: - Attack& Armor system Pierce (arrows and spears) Hack (swords and axes) Crush (Rocks and Blunt weapons) Burn (Fire weapons, and some magic) - Army System: Generally less Citizen Soldiers more Professional soldiers. professional soldiers available from age 1 Multiple buildings to train soldiers from ex. barracks, archery range, stable, siege workshop not all factions are created equal some could be missing a few parts and have added parts - Charge: some soldiers will have a weak charge ex. pikemen others will have a powerful charge like knights Gold, Loyalty, Outlaws, and Collectibles 20+ unique factions I will add five at a time - Maps stars are capital cities circles are major cities in pencil triangles are mountains, circles with legs are trees, tridents are farmland, Y_ marshland. xFaction (Color) Factions land on map The Rovon Empire Anorithia 1.0 Rovon Empire - Rovonin (Orange) - Doonland (Red) Spearman of Marsi - Rovon (Blue) Order Knight - Rovinland (Purple) - Rovinin (Green) 2.0 Eldoria 3.0 Other Races 4.0 Antacrofia 5.0 Rovon Empire Add on
  7. I have adjusted some visuals they don't show up Target "C:\Users\verid_000\AppData\Local\0 A.D. alpha\binaries\system\pyrogenesis.exe" --mod=Anorithia My mod's locations C:\Users\verid_000\AppData\Local\0 A.D. alpha\binaries\data\mods\Anorithia Public mod's location C:\Users\verid_000\AppData\Local\0 A.D. alpha\binaries\data\mods\public
  8. i'm talking about the restrictions that make infantry no able to walk over water or through trees those restrictions i'm wondering where they are found so that i can make some infantry do those things
  9. ok i did that it plays 0 A.D. but without the changes i made i'm using a windows 8 computer if that is helpful at all
  10. when you back click on pryogenesis there is properties am i supposed to change it there? or am i supposed to change the name?
  11. or maybe i just have unit that is able to stand in trees i'm not sure exactly where the terrain restrictions are?
  12. it still doesn't work i'm supposed to change it in properties right?
  13. its not working do i need a pryogenesis in my mod folder?
  14. okay thanks i changed the whole file to incorporate burn resistance armor
  15. thanks for the help my question was more on the lines of adding a totally new type of damage like keeping the Hack, pierce and crush and then adding a new attack and armor type like fire function Armour() {} Armour.prototype.Schema ="<a:help>Controls the damage resistance of the unit.</a:help>" +"<a:example>" +"<Hack>10.0</Hack>" +"<Pierce>0.0</Pierce>" +"<Crush>5.0</Crush>" +"<Burn>0.0</Burn>" + would adding a burn like this to all the places that have hack/pierce or crush add a new armor and attack type burn? i have another question how to test my mod out?
  16. you can change and look at age of empires with programs like advanced genie editor 2 this is part of the roman legionnaire code<Promotion> <Entity>units/rome_centurio_imperial</Entity> <RequiredXp>300</RequiredXp> </Promotion>you could simply do it by making a tech that makes the required xp become 0 so then whenever you train the unit he immediately becomes his upgrade this would also effect already built units.i'm not sure if it can be easily done right now?
  17. Hi all i have a few more questions how easy is to add a new armor and attack type? can i do it in Notepad++? where are the files that define the armor and damage? can a unit deal 2 types of damage at the same time? ex. from roman ballista that appears to have 2 damage types <Attack> <Ranged> <MaxRange>76</MaxRange> <MinRange>16.0</MinRange> <ProjectileSpeed>22.0</ProjectileSpeed> <RepeatTime>6000</RepeatTime> <Splash> <Shape>Circular</Shape> <Range>10</Range> <FriendlyFire>true</FriendlyFire> <Hack>40.0</Hack> <Pierce>0.0</Pierce> <Crush>40.0</Crush> </Splash> </Ranged> </Attack> Edit i have another question can i make units garrison in neutral buildings/trees?so that they can shoot arrows from a safe place?
  18. okay thanks could i make archers garissonable into trees to so that they could shoot from them?
  19. Are there any data editing tutorials i could read? is it easy/possible to make a unit switch between weapons like a bow and sword? is it easy/possible to make a unit be able to climb a tree and jump to the next tree? Can i make a unit that can knock down enemy units? edit 1 more question can i give heroes/units a destructive ability like demolish building that takes time to recharge before it can be used again?
  20. i saw that a while ago and i don't think it has a good explanation because in the bible text it says the walls fell down flat which means 1 of 3 things that the writer is lying, that it was by a miracle that the walls fell flat, or that the walls were undermined or something. but i think it would take more time then 6 days to undermine a wall.
  21. will we be able to mod flying units into this game? examples: a flying unit that dive bombs or picks up ground units and drops them. a flying unit that drops rocks or spits fire from the air a flying unit that can land in a tree or on a building cliff ground etc. to shoot arrows or use melee attack to units that get close enough. and a flying unit that lands to garrison soldiers too shoot arrows like a helepolis
  22. don't forget Hebrew slingers in the bible book of Judges chapter 20 verse 16 it talks about 700 select Benjamite left handed slingers that could sling a stone at a hairs breadth and not miss. in the bible book of 1 Chronicles chapter 12 it talks about The army of king David he had Benjamites that could sling stones and shoot arrows with either hand, and also a group of Gadites that were mighty men as swift as gazelles armed with a spear and a shield. an example of being as swift as a gazelle can be found in 2nd Samuel 2 were Asahel who was a swift as a gazelle was pursuing Abner, and when Abner struck him with the blunt of the spear it came out of Asahel's back. King Solomon seems to be the first of the Hebrews to use chariots and horsemen buying them from Egypt. according to 2 Chronicles chapter 2 verse 17 that he exported Egyptian chariots and horses to the Hittites and the Sryians. and if you plan on having a scenario for this civ may i suggest you use the conquest of AI and not the fall of Jericho because i think that the fall of Jericho would be too controversial because it involves a miracle. the battle of AI is tactical genius at first a few of the Hebrews attacked the city but they soundly beaten (they did not plan to get defeated) then when the whole Hebrew army attacked they hid some of there men away from the battle to take the city after they have lured the enemy soldiers away from the city, and they conquered the city i hope all this is helpful in creating a Hebrew civ they are not seen in many RTS games
  23. Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000024) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 487 (Attempt to access invalid address.) i found this error in the map editor it caused it to close down
  24. Celtic Kings Rage of War is a rts game that i played had food consumption well implemented basically you couldn't build buildings villages produced food and cities produced gold and trained soldiers researched techs soldiers consumed food all the resources were local not universal. i don't think that localizing some resources would work in 0 ad if you also have universal resources
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