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niektb

WFG Retired
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Posts posted by niektb

  1. 9 minutes ago, wowgetoffyourcellphone said:

    Or...... what about this? The Kushite player receives one free Blemmye Village and one free Nuba Village at the start of the match, out near the edges of the player's territory. The units aren't trainable until Phase II. I already do something very much like this for the Greek civs and their free Stoa.

    I think that might be an idea for Delenda Est, for TM we should maybe look for a different solution (as vanilla doesn't really do anything with pre-placed buildings except for the Iberian walls)

    • Like 1
  2. We should make sure that the Kushites don't get access to too many different champions (at the same time), it would make them really OP i think. Doing both a full mercenary roster ánd a diverse champion roster is also going to be problematic.

    Having a generic temple that can upgrade to select between a champion units could be one way of addressing this problem (though we should take a little care with the unique techs too because that could also be a source of OP-ishness if you get what I mean...)

    • Like 2
  3. The Council is both happy and proud to announce a brand new release!!!

    msg-15513-0-48068600-1439721034.png

    What is it?

    Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Dellingr. This is an old Norse god, symbolizing dawn. Pretty apt for a new release ;)

    What is new?

    A few months ago, a new artist called Alexandermb joined the team. This talented modder is responsible for majority of the new content seen in this release. With help of Stanislas, he modeled buildings such as the new Civic Center for the Norse seen in this image:

    screenshot0260.png

    He also modeled various buildings for the Anglo-Saxons such as the Fortress and the walls seen below.

    screenshot0265.png

    The new Norse barracks, seen in this third image, is also modeled by Alexandermb. Wackyserious updated all the units to make use of the new unit meshes and improved the looks of them. Many new weapons and helmets were modeled too by Alexandermb and Stanislas.

    screenshot0264.png

    Many smaller changes were made in this release too, but it would be too elaborate to list them all :)

    Who are we?

    The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects.

    How to:

    1. Unzip the download but leave the inner archive intact.
    2. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'.
    3. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'.
    4. Enjoy the mod!

    Download:

    Dellingr 22

    In the last few years some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: Wildfiregames...showtopic=18412 Thanks in advance! :D

    Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way!
    If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com

    The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com

    The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com

    • Like 4
  4. @Arcana33: you're not explaining it right. You're talking about the art actors which is something completely different from the simulation templates (and the latter is what the AI is looking for).

    Petra looks for a {civ}_house.xml in /simulation/templates/structures (and '{civ}' should be replaced with the civilization code as defined in civ.json such as 'athen_house.xml')

  5. 4 minutes ago, The Undying Nephalim said:

    1. How can I edit the turn rate of units so they are slower? I tried messing with this:
      <Position>
        <TurnRate>47.0</TurnRate>
      </Position>
    But my units still seem to turn almost instantly instead of slow and smooth.

    You should be able to take some clues from ship templates, they don't turn indefinitely fast as well

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