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intipablo

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Posts posted by intipablo

  1. 3 hours ago, niektb said:
     

    Ah, thankyou! Is there any way to do the opposite? As in only gathering not building? Also, is there any way to prevent a unit from being able to build a certain building, for example, I want a unit to be able to only build military based structures. Sorry to ask so many questions! I'm a complete noob!

  2. 12 hours ago, leper said:

    Just to rule out the obvious, but did you restart atlas after adding that unit (hotloading could be broken in atlas (on some platforms))? Are you doing your work in a mod? If yes, is that mod enabled? You could try adding your custom template to the public mod to rule out any mod related issues, if none of the above worked.

    Hello and thanks for replying! Fortunately, your last solution worked for me (The other did not however), I put the custom template in the public mod and now it shows up in the actor viewer. Is this a common problem or?

  3. 16 hours ago, niektb said:

    I think I might know what the issue is. You haven't specified the Promotion tag (which templates it promotes to after collection enough XP)

    You can do two things:

    1. Specify a template:

    
      <Promotion>
        <Entity>units/athen_infantry_spearman_a</Entity>
      </Promotion>

    2. Disable promotion:

    
      <Promotion disable=""/>

     

    Thankyou very much! It's working fine now.

    • Like 1
  4. Spoiler

    <?xml version="1.0" encoding="utf-8"?>
    <Entity parent="template_unit_infantry_melee_spearman">
      <Cost>
        <Resources>
          <food>60</food>
        </Resources>
      </Cost>
      <Attack>
        <Melee>
          <Hack>2.5</Hack>
        </Melee>
      </Attack>
      <Identity>
        <Civ>spart</Civ>
        <GenericName>Light Infantry</GenericName>
        <SpecificName>Spartan Youth</SpecificName>
        <History>Young Spartans, not yet ready to fight in a proper phalanx, are tasked with chasing off skirmishers in battle.</History>
        <Icon>units/spart_infantry_spearman.png</Icon>
        <SelectionGroupName>units/spart_spearman_youth</SelectionGroupName>
      </Identity>
      <UnitMotion>
        <WalkSpeed>14.0</WalkSpeed>
        <Run>
          <Speed>22.0</Speed>
        </Run>
      </UnitMotion>
      <VisualActor>
        <Actor>units/spartans/infantry_youth.xml</Actor>
      </VisualActor>
    </Entity>

     

     

  5. Hello, modders! I'm back and decided to just make a thread where I will post all my questions in one, so I don't "spam" this forum.

    Here's my question today. I'm adding a new unit to the game called a Spartan Youth. However, I keep getting this error when I launch a match as the Spartans.

     

    'Expecting an element entity: got nothing'

     

    In my script for the unit, I'm using this template: template_unit_infantry_melee_spearman
    As my parent entity, however, when I change it to template_unit_champion_infantry_spearman
    It works? Thoughts?

    the problem with using the champion template is that the unit is meant to be available from the start, at the civic centre.

     

    MORE QUESTIONS DOWN BELOW

  6. 15 minutes ago, Lion.Kanzen said:

    The process starting 2 years ago, and all animation set for non cavalry units was finish this year.

    They are  ready for A22 but you as modder must try SVN  version, always.

    I see...like I said I'm new to 0 A.D Modding so I was unaware of this, but thanks for the tip!

  7. 10 hours ago, fatherbushido said:

    Good luck for your project! Always nice to have mods.

    Thankyou!


    Topic Updated! Visit this page if you have an idea for a unit!
    Also, if everyone could. Please vote on the poll, it's currently in favour for reworking the unit roster entirely but only out of 1 vote... I would like to know how I'm going to make it before I start doing anything major.

  8. 4fIt-K0I5yPI9VkVFvOzCa8BEol4ov_-fQImBeXFezxldfLYyaiEEwYFlO_moF4Uwa_RkUZ7bDdx3DQGP65OLPYA0WJXR1cUapxhxGvC7yTOlLiDxQbjnnDZQYpA6xnGBaO5anLg

    0 A.D Mod

    Introduction to Antiquorum

    Antiquorum is a large-scale modification for the game focusing mainly on historical authenticity and completely reworking the games unit roster and balance throughout the phases. These additions add a whole new aspect to the game and would allow more variation in game battle compositions as well as overall strategies for certain civilisations. Currently, I'm working on this onerous task alone, but if you are interested in helping out you can contact me. Feedback and constructive criticism are welcome as well!

    Gameplay Changes

    The mod will focus on slower gameplay, adding a more diverse and strategical look on the game. Random maps will most likely be prominent in the mod seeing as I want scouting to stay important. Starting metal and stone mines will be placed much further away from the civic centre most likely. LOS will generally be much smaller than the base game.

    Unit Roster & Unit Creation Changes Overview

    • Civic centres now only train women/villagers and the very basic unit of most factions. The Spearman. Certain civilisations might have exceptions.
    • The barracks unlock several early units you would expect from a barracks and cc in the main game (not all!).
    • The barracks cost has been increased. This gives players a more significant choice of economy or military. It also makes raiding with cavalry a much more viable strategy in the game.
    • Light cavalry is much cheaper now.
    • New Slaves fully implemented to all factions, created in the market (Have a finite life span).
    • Numerous new units added to the game.

    Unit Class/Structure

    After reviewing the situation with my mod, I have decided to follow a Unit structure much like @wowgetoffyourcellphone's proposal in this thread (Did not quote here to save space): 

     

    • 1. Slave - Their sole use is for the economy, if possible, male and female versions. Possible short lifetime? (Can't build?)
    • 2. Citizen/Villager - Much like the basic villager in the main game, a possible aura that gives nearby slaves a gathering bonus?
    • 3. Citizen Soldiers - Normal barracks military units generally used for attacking, can also build military structures. Have the same aura as citizens. They do not gather materials.
    • 4. Champions/Trained Soldiers - Trained from city phase buildings (<<<< There might be exceptions). Professional/Trained soldiers with a sole purpose of fighting/capturing.
    • 5. Heroes - Very minor changes (balancing etc.). For the most part will stay the same as the main game.
    • +. Extras - Mercenaries may vary, sometimes fitting in the citizen soldiers category (Maybe their own since they will not be proper citizens), Champions/Trained soldiers, and possibly even slaves?

     

    Quick Note: If you have any ideas for a new unit to be added to the game, please visit this google form and fill it out! This would be Hugely Appreciated, Thankyou.

     

    So hope you all enjoyed this little teaser! Look forward to heavy updates!

    Cheers,

    4fIt-K0I5yPI9VkVFvOzCa8BEol4ov_-fQImBeXFezxldfLYyaiEEwYFlO_moF4Uwa_RkUZ7bDdx3DQGP65OLPYA0WJXR1cUapxhxGvC7yTOlLiDxQbjnnDZQYpA6xnGBaO5anLg

    • Like 2
  9. Hello! I'm back with another question. I'm trying to add a new cavalry unit to the game, and I want to change the props of my unit. But I can't find the props folder?

            <texture file="props/shield/ptol_round_a_bronze_player.png" name="baseTex"/>

    I want to replace that "ptol_round_a_bronze_player.png" file with my own texture. But I can't find it?
     

    Cheers!

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