newcivs
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Posts posted by newcivs
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Agreed.
I like the time frame, but what about civs?
Important European ones are standard, but I'd like to see the Zulu, Sioux, Turks, Arab/Tuareg, India, China/Korea, perhaps Japan and Mexico/Latin America as well. Either these could be mercenary soldiers, their own civilization, or a even a "mini" civilization that isn't balanced with the main-stream civs. That way, they're more of a challenge to play and win with.
Though, since we're working with five civs, I suppose Britain, France, Germany(Prussia/Austria), Russia, and the United (but divided) States.
i have some ideas, affrica and the rest of "countries" put as minifactions, as dacians on the main game
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i hace questions:
* What weapons we put it??
*but i have a simple buy strange question, how we can represente the "famous" urianium weapons, i gonna expain it, this weapons have
a "conencional" design for a munition, but the munition is U238, non radioactive in the envoirment but with the crash release many flaming dust, and the munition be radioactive!!.
*and how we represent the damages on the enviorment generated by the "mega nuclear war", put mutations on the animals and people, some fails on train units!, or weaker units?
and i have a idea, we can put "mods"
* The first pre-war world, NATO vs SCO "Russia, China and many of ex-soviet countries"
* Afer the aftermath world??
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Is it 100% set in stone that Ptoemaic Kingdom will be the next faction?
Because there are other interesting factions with interesting units and civ.
Like
Kingdom of Pontus
http://en.wikipedia....ngdom_of_Pontus
Kingdom of Armenia
http://en.wikipedia....nia_(antiquity)
Seleucids empire
http://en.wikipedia....Seleucid_Empire
Seleucids in a way connects Mauryans to the rest. And their rooster is pretty amazing!
I Have a question, how i can put the civilization logo on a "foreign" unit?????, for example this cartiot with carthage logo, or some as this
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It is possible to train Samnite swordsmen if you build an Italiote embassy as Carthage, however you cannot train Samnite skirmisher or spearman mercenaries in this build.
Samnite skirmisher and spear units are placeable in Atlas
Yeah i undersatnd it, but modding the italiote embassy for train the samnite skimsher "for example", i put units_samnite_skimser from simulaton/templates/units?
i copy from art/actors the unit?
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the Vikings themselves fall outside 0ad's timeframe, though i would recommend including them anyway as editor-only units, with some Norse mercs being used as special units for different civs (like Varangians for the Byzantines here)
I have a best idea, is based on the "persian_sb2" structure, a hidden unit as the hellenic sota for some scenarios and in the editor
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I have a question, hoy i can train the Sanmite Skimser
i put units_samnite_swordsman for example, but i can't find this unit
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I recently have a trouble modding 0AD, i'm using Blender 2.69, but i can't open collada files, i start the plugin for collada edition for blender that we can find on: file > user preferences > plugins
but whet i try edit a collada file i can't do it!
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champion Unit for Ptolemaics, can be uses like as RAM
Library Wonder
i Take it from Other Macedonian post.
Ptolomaic rulers.
excuseme for "trolling" but the Ptolomean champion elephant that you show is a unit that carthage used too!, the explanation is:
This elephant is an Asian Elephant big and strong, and Carthage and Ptlolomeans used this elephants with a tower, and the "Pi Mahalmit or Elephantus Ptolomei" is a north african bush elephant, is sammaler than asian elephant and for this reason Cartage and Ptolomeans used this elephant as an ancient tank or a ram
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Excellent! Here's their Wiki entry:
i think too, this unit should be champion infantry and cataphracts chanpion calvary!, and i have some ideas for bizantines
and put as persian_sb2 "using this biulding you train holopites kardaces and kardaces skimser", we can build a bizantine palace and train varagian guard and sholae palatine
and as cartage put embassies, a germanic embassy "train gothic warriors", and hunnish embaasy "a big and simple tent"
for the barracks train: Limitae Klibanarii Martiobarbulus Fundibulatores
for the fortress cathafracts, rams, balistas with the "greek fire" oxybeles and excubitors
for the temple only train the healer, and put a big themple as wonder
and for the rest using the coomon style
for the dock train: Dromons "trirreme", shipfire and "quinquereme" here greek fire ship
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I`d love to see vikings. Also any culture could fit and would benefit to the game ,diversity in gameplay and aesthetics and also variety of civilizations
w don't put "vikings" they were of 700+ AD, at least an expansion pack that covers more time, example 1000 BC 1000 AD, in this context we could put this faction, but the "Viking ship" is possible to use for the germanic faction
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We don't assign to Parthians ships , the civ profile to Parthians don't exist. For now.
Ok i gonna wait for it and
if the context say it
i gonna help
else, i gonna test the civ as a mod
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This is my list of Parthian army, not an official 0 AD list.
Hopefully the team may consider it.
and about the siege weapons i have a "impovised" and very curious solution:
* As tha mauryan indians this civilzations, don't used, ballistas, oxibeles, rams, siege towers, but this civilizations used champion elephants as tha mauryan indians, we can put to this units the bonus for be used as siege weapons
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This is my list of Parthian army, not an official 0 AD list.
Hopefully the team may consider it.
please explain me a mystery, what ships we put????
i think that the Birreme is the only that we need, because the Parthians and Sassanids don't have a "marine" strong!, as for example Carthage, or at least, rome or hellenes, the marine of this civilzations was very primitive, as the mauryan navy, or we don't put any any any ship?, or at least a weak and simple birreme?
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thanks, this documents are very good!
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excuseme if i am trolling, but we can put to train this unit on the castra vellum????
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as eyecandy unit this can work for sure. If someone makes it, we could include it.
The "libyan" javelinist were the "lonchophoroi"
"with the same appereance of the libyan spearman, but without spear, they used javelins!!, this unit fight on open formation, launcing many javelins to the enemy, and were very useful for ambushes, but in a "hot batlle" was good"
excuse that the source is in spanish, but is very useful!
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Just a few quick questions which version are you using and what OS and is it a normal install?
Now a few reasons why you are getting that "no permissions" if you are using any Linux distro the program was in system space and any change there requires "root" permissions while under Windows Vista and later any files in "Program Files" also need admin privileges to change.
Enjoy the Choice
I use Rfremix GNU/Linux, "almost a copy of Fedora" i was read a tutorial on "taringa" and says that i need recompress the "public", the tutorial is for *buntu but on Rfremix works fine
something as this, i only copy the units that i need "mauryan chariot" and change the name for the "new" unit", but in this moment i don't know how mod the collada and dds files, using "linux", but reading the "civs" folder a know what do after, for example germanics.json
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Means you can unzip all in public folder and works fine.
no, 0ad says, that need especial permissions, i edites it as root!, after 0ad puts crazy
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Is not necessary have zip file if you have a folder with the same name works, other tip is try to working in Mod with SVN versions
i have a way for test the new mod without install it??
install means put on /mod/public/public.zip?
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i was try to moddify 0AD, i copy the pblic mod "public.zip", and modify it, but when i compress the new public.zip file 0AD don't detects the new file!
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Sorry, I don't get your question, do you want to modify the game, or are you asking if that's possible with the current game?
For the last case, the answer is no. Civs only have a limited set of units showing off their historical strengths. If a civ didn't have strong javelinists, it won't be shown in the game.
Ok, But this "libyan javelinist" was a strong unit, very useful for ambushes, even in a common battle, "Lonchophoroi"
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I have a question, is possible transform a Spearmen into a Javelinist??
and if is possible, what i need for ir?
or i need make anew unit "liban javelinist" for the example?
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http://www.historyfiles.co.uk/KingListsEurope/BarbarianCherusci.htm
Marcomanni wasn't a superpower it was a confederation of tribes rather than a single tribes made up of clans.
Indeed, without the Goths there will be no modern Spain, but unfortunately i think Goths should be a major faction not the Cherusci or Marcomanni and i strongly support the Goths as a major faction.
Ok, i think that the Lion.Kanzen's idea is the best
Official factions:1Saxons
2 Goths
3 Sarmatians
4 Huns
5 Germans
6 Parthians
7,8,9. And three roman factions.
we don't put cheruschi or sweben or batavi or marcommanni!, we put a general germanic faction, as to the Briton tribe, we don't put Arveni, Catuvelanni, Ordovices, and the rest of brithonic tribes, we put anly a general germanic faction!, and the best of this is that we can put this faction very quickly, the only structures that we need are the civic centre and the sacrificial temple, and germanics is ready to use, we put the "tavern", as a fortress but with more size!, and here we train dogs, gaesaia and germanic archers!, that is good, and as heores we put:* Arminius* Alaricus* Odoacrus -
Do we need these? These tribes could barely confront the might of the Ancient Superpowers, some of them failed to be regional superpower while others are nothing but desperate people who have no ambitions at all but to survive.
i explain it:
we should put as rome three ages:
* Early Germania, we put Cheruschi, the tribe of Arminius, and this tribe was after arminius victory a regional superpower, during 22 years, and after a big power on germania.
* Medium Germania, we put the Marcomanni, this tribe was a true germanic empire!, duruing the marcomannian wars was a true challenge, here we don't use spearmen, we use swordsmen!
* Late Germania, we put Goths this tribes were a true superpower!
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Newbie trouble modding 0AD
in Game Modification
Posted
I tried to edit 0AD Collada Files for mod itm but i have a problem, Blender don't regonizes collada files, but the files has content as i test on Gedit, i am using Blender 2.69 Stable with the official collada plugin that we can find on file > user preferences > plugins