nocompile
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Posts posted by nocompile
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ah it's a simple file, ill add this
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Could you add it so everyone has it, otherwise I have to include it in the mod.
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This looks interesting, I shall have to take a look. Are you planning to make it a proper balanced mod or just something fun to play with?
Fun is the main concern, but there is balance for the civs that are edited to some extent.
Helens have tons and tons of technology, from naval to mining, but it will cost you to build all that stuff (lots of buildings which create different types of skilled workmen etc, almost like a tech tree), and will take you time and thought.
Celts, well, they can build homesteads fairly fast, and these can be built anywhere in neutral and your own territory, and they create a territory node (like town centers, though they can't build asmany types of people, just man and woman, and are not as resillant)
They can also build taverns, which can create the bezerker and a "forest healer" (these things all have celtic names added).
Forest healer can build enchanted trees anywhere, which can spawn animals you control (just costs food, no population), to spy or to attack. He can also build a stone monument circule for 1000 stone which has 10k health, garrisons up to 40 of humans AND fauna, and adds 40 to population cap. Must be built in neutral territory, far away from any town center, can spawn all the animals. Difficult to find a correct spot to build it.
All houses can build women (like in the past)
Romans, I added an architect that can build nice things.
updated
Ok added some capabilities to the persians: architect (built by the temple) that can build apartments, inns, wharehouses, istar gate, etc.
Apartments help you increase max pop pretty well.
http://ompldr.org/vZ...tifiedfiles.zip
Had to make the loadingarea 5 for the wharehouse so it could have the seigeunits
http://ompldr.org/vZ...tifiedfiles.zip
Ok added some health to the celt's grizzly (200 health rather than 50).
Also made a motifJubot. We'll see if it works (for building the new things in this mod)
http://ompldr.org/vZ...tifiedfiles.zip
A little falcon has said that the MotifJuBot AI for the mod has been worked on today.
Now the helenes will build architects, their special buildings, and slaves rather than women once they have one diplomat living (and thus presumably an assembly hall). There are two types: one that works well in the fields, one that works well at mining etc.
Also they will build their special towers (starting with the oanger tower)
The persians and romans will build an architect. The celts a forest healer, plus their added buildings (javelin towers, taverns for making fanatics, etc)
http://ompldr.org/vZ...tifiedfiles.zip
Try it out
I motified jubot rather than Qbot as Qbot lags from the beginning .
Would be cool if someone that was good at AI made a new bot from scratch using their own design.
Also max fortresses and max towers have been increased (doubled). This is so you can really have drawn out battles, this mod is made for those kinds of things (all the houses can build women)
I'm glad this game is easy to mod. I'm able to mould this into the game I've always wanted.
Ok did some more work on the AI, I think it's better now. Should build things correctly
http://ompldr.org/vZ...tifiedfiles.zip
AI updated, houses can now garrison 2 people.
Try it out
AI updated, houses can now garrison 2 people.
Try it out
Ok now the military for the hellens has been worked on for this mod. They will attack with the automatic archers and javelins if possible.
One of the rand maps
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<BuildRestrictions>
<Territory>neutral</Territory>
<Distance>
<FromCategory>Temple</FromCategory>
<MinDistance>200</MinDistance>
</Distance>
</BuildRestrictions>
GAME STARTED, ALL INIT COMPLETE
Relax-NG validity error : Extra element Distance in interleave
preview%7Cother/celt_stone_monument_motif:1: element Distance: Relax-NG validity error : Element BuildRestrictions failed to validate content
ERROR: RelaxNGValidator: Validation failed
ERROR: Failed to validate entity template 'preview|other/celt_stone_monument_motif'
<BuildRestrictions>
<Territory>neutral</Territory>
<Distance>
<FromCategory>CivilCentre</FromCategory>
<MinDistance>200</MinDistance>
</Distance>
</BuildRestrictions>
Works fine
Also is there anyway to be far away from both of them?
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ERROR: Unit with actor 'siege_wall_tower' launched a projectile but has no actor on 'projectile' attachpoint
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Why build 600wood+200metal building when I can build a 500 stone fortress just by putting a 300/300/300 civ center nearby and sucking up all the economy near wherever I'm attacking?
I'm just saying I should be less to build the wooden structure than fortresses. Right now, in game, it's close. Almost about asthetics.
This building should be a boon for the romans, so I think it should be less, or build faster than it does.
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"Dacians or Himyar (pre-Islamic) Arabs" One of their special abilities should be removing the limbs of captives alive.
Chinese should make euniches.
The severed parts should last awhile on the battlefield, the chop-chop-square, and the silk-worm house.
What has happened to the foe's forces should be explained to him: they are not dead..
We need to focus on more important things first, like finishing 0 A.D.
More info on Rise of the East
An opensource game is never truely finished, which is what is best about them, they keep growing through time.
Look at xonotic now (used to be called nexuiz) 5 or more years of constant improvements. OSS is nice
Silk worm house and euniches for chinese. This is the time of the "punishment for slaves" law in china I think, so it goes.
At that time, the chinese were considered all to be slaves of the emporer. The men were physically emasculated for any offense.
(Women were just imprisoned or beaten). Chinese were considered universally "less than men" because of this, that they would not revolt against this law, they would just accept living without bits.
"Adultery" against one's wife was punished by chopping off the man's genitals.
Totally different from the middle-eastern view of things (one could not commit "adultry" against your own wife: you owned her and you can have other females as you please, aslong as they aren't another man's bride. You could take girls and make them marry you too... today we all are like the ancient chinese, americans/english have the same view of adultry as the ancient chinese)
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"
- Islamic civilizations: since Muhammad was born around 570 AD and Islam founded in the 7th century, any Islamic civs are past the cut-off date
as another note, there's a few changes that i think should be made to teh original civs in terms of aesthetics"
Is chopping off hands and feet + nice domes totally inconsistant with persia? Maybe islamic civilization is an extention of the greater persian empire (including babylon, upper arabia) to the present day. Maybe it's more central arabian (bahgdad) than totally iranic-persian though. Islam, as far as anyone really knows, first came out of bahgdad... though it's origins are credited with southern arabia... but think about it, at the time rome decided to use a master religion to keep it's empire together, as did what was left of the persian empire (they use zororastrianism, their ancient religion)... and suddenly there emerges another religion to push them both away. Yea bahgdad, old babylon, had nothing to do with that.... the people there definitaly wouldn't do what they needed to do to gain back past glory and autonomy...
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Already is a mod for China in the works, but it looks dead in the water which is a shame.
Can you convince them to upload their files somewhere, they have good things and say it's the same license as 0ad. But they don't release any download . Please ask them.
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Romans wooden fort seems too expensive
Costs more than stone fortress
Sure you can build it anywhere, but still it should be more of advantage, shouldn't cost THAT much
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" 6) Some buildings are really big. There's no need to be "real sized" (I also mean 99% the original size... uh)"
Good. I wish they were 1 to 1. I'm happy with how they are now but if they were real size that would be even better.
If you want to fight about this: time and place.
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I have the same problem. Drivers are newest avalible on my distro. Could you add an option to work around this? "allow buildings to float y/n"
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Any way to disable/lessen particles (smoke)?
Will we beable to sacrifice children in the phonecan (cartaginian) tophat?
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Player is assigned to first unassinged slot rather than the one he picked in random map selection
Yep. If there are no AIs, you get the first unassigned slot, not the one you picked.
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Note: in the zip it's split into 2 "sections":
motifiedfiles$ ls
0ad art README.TXT simulation
Stuff in 0ad is random map scripts I made, doesn't change gameplay.
it applys onto the 0ad dir
Stuff in art and simulation are the mod files, those directories copy into
0ad/binaries/data/mods/public/
Slight Update: http://ompldr.org/vZ...tifiedfiles.zip
(Updated the blackship tremimine to newer model)
(other updates for icons etc)
Updated again (attached) made celtic homestead buildable easier (removed distance restriction)
Made it so that in the mod, houses can create females again. For the long game... http://ompldr.org/vZ...tifiedfiles.zip
Romans now have an architect, he can build various extras (including the special buildings (triumph arch)
http://ompldr.org/vZ...tifiedfiles.zip
http://ompldr.org/vZ...tifiedfiles.zip
uploaded: celts can build stone circles.
uploaded: celts can build stone circles.
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Lions should team up to rip people apart, alive. Ripping off each limb. Blood should be everywhere. One civilization should castrate (or worse) every captured enemy and them have them serve in the temples, this should be graphically depicted onscreen as the battle occurs, rivers should turn red, so on and so forth.
There should be temples that sacrifice 1000s every day..
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You could run your own or use the quake master server that Xonotic, Nexuiz, darkplaces use. Seems if you speak the right language you can just use them.
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Could you upload this somewhere so it doesn't dissappear.
Adding it into 0ad should be possible.
Atleast manually, right?
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If we want to will we beable to combine part one and part 2 (by copying the data directories together) and have everyone?
I would like to do that
Don't really see why anyone wouldn't
How do you add that asian faction someone's working on btw?
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Yea no one stays the hell in formation, not even the ROOOOOMMMANNNNNSS!!?!?!??!?!?
TESUDO HAS A REASON!
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How do you disable or lessen particles (smoke)?
They kill performance.
Also romans can't build that wooden fort in enemy territory, it can be placed but you can never make progress in it.
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A dual core amd 2ghz can't handle qbot. Way too CPU intensive (linux). Kinda freezes the game. Jubot is the last one that is manegable but once there's lots of armies that is too slow too.
Need a well written good opponent.
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http://ompldr.org/vZ...tifiedfiles.zip
The helenes get lots of new tech and buildings to build, towers etc.
The celts get closer to nature and can make shamen that can build enchanted trees creating fauna you control but does not cost population. Also javalin towers and modified homesteads that allow you to expand your territory and population like rabbits.
Check last post for newest file
<FromCategory>Temple</FromCategory> Doesn't work
in Bug reports
Posted
Relax-NG validity error : Extra element Distance in interleave
preview%7Cother/celt_stone_monument_motif:1: element Distance: Relax-NG validity error : Element BuildRestrictions failed to validate content
ERROR: RelaxNGValidator: Validation failed
ERROR: Failed to validate entity template 'preview|other/celt_stone_monument_motif'
<Distance>
<FromCategory>CivilCentre</FromCategory>
<MinDistance>200</MinDistance>
<FromCategory>Temple</FromCategory>
<MinDistance>50</MinDistance>
</Distance>
is it possible to do more than one?
Relax-NG validity error : Extra element Distance in interleave
preview%7Cother/celt_stone_monument_motif:1: element Distance: Relax-NG validity error : Element BuildRestrictions failed to validate content
ERROR: RelaxNGValidator: Validation failed
ERROR: Failed to validate entity template 'preview|other/celt_stone_monument_motif'
Tried: <BuildRestrictions>
<Territory>neutral</Territory>
<Distance>
<FromCategory>CivilCentre</FromCategory>
<MinDistance>200</MinDistance>
</Distance>
<Distance>
<FromCategory>Temple</FromCategory>
<MinDistance>50</MinDistance>
</Distance>
</BuildRestrictions>