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Posts posted by FueledByOCHD
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The collectables sounds like a good idea. but when it comes to burn defence i would perpose you change it to
Tempature defence Min/Max
Tempature Attack Absolute
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sounds good to me, well not sure where we should start the regrowable buildings.
well where would be best place for me to start the civilization
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yea im fine with it. Just call me mute. i would love to work with a team. as i am always willing to help other and learn im willing to do whatever i need to.
As far as fragmenting i belive it may be good to wait a while till we have enough people to do the art and animation part. what we need a good catchy name for the combined project and then for the smaller individual projects
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working on a quick outline of the mod will add later
[EDIT] Decided since i will be making this mod alone no need for outline
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when i get back from doing things i will explain it all to ya
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thank you, i guess ill leave it so both ai and the player can use the mods
Please close
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ummm 1) cuz i want player to get the bonuses
2) rather not add that much extra content
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im working on making a technology mod, but i need to make it so only player will have the new tech
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With This i will be posting a mod i am currently working on, be warned this is extreamly unbalanced due to the other parts of the mod are not finished yet
Mutations are a breed of magic users from my books i write.
First off mod will be unbalanced
Second this mod is meant to be used to test some new ideas i have
currently only have a few techs and have yet to upload them i will not upload until people are wanting to try it or that it is more complete
MuTech v1
Mutech gives the player many new techs(at least when finished it will)
currently avilible techs
following of mutation way (unlocks new tech)
heartseaker weapons(increases cit.ranged attack)
the undieing wall(increases wall crush defence)
lookout birds(increases outpost sight)
telekinesis(increases resource carrying compasity)MuTech v2
Fixed bug where tech would autoreserch for free
fixed bugs with techs
moved all tech to the temples
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well i was planning on at least
3 versions
1) Mythology(1 faction for each mythology type)
2) Pure Magic
3) Horror fantasy
difference between zombies and skeletons
1) zombies have no ability to use weapons
2) skeletons have the knowledge of the past ie better with weapons
3) zombies have group mentality
4) zombies have the smell of rotting flesh
as far as modding, i have a great knowledge of c# and visual basics
what i can do is when i get home i can write up a few plans of what i have then i will attach it when im done with it
and like you suggested to veridagorin i am already in middle of store and after while will be making a whole mod based on story
but as 0ad is already getting skeletons, (at least they look more like skeletons then zombies) we will not really need to add
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ahh i have the xmb files because they are in the download that you get with the game @_@
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ahh so it must be i goofed when trying to add a tech to the walls opps
cuz the xmb are cashed.xmb files
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so basicly we could end up make 2 factions
1) Mythology?
2) Horror-fantasy
if i understood you right
i added list to the first post
so what would you have in mind for like the technology type ideas
and anything else you can think of
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hmmm alright, they are in public.zip with the templates
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exactly what are the xmb files and how do i create them?
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- walls that can regrow(ie walls made of vines so they regrow instead of repair)
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1) (off topic) your pic reminds me of the move "the last samurai)
2) Thanks, well ill try to make it a project after i get more in line with the scripts, sence i know nothing of textures and 3d models
3) So give your ideas about what you think would work as far as fantasy type things you would like to see in a mod
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Hello, i know that it is 0ad but i am hopeing to form a team or become part of a team that would like to bring some Fantasy type content to 0ad, ie. magic type upgrades, expanding magic users Ie Healers
i want to bring alot more things into the mix, currently learning fully how to mod 0ad but so far i am just wanting to get some peoples ideas about this type of mod
List of current ideas
Shapechanger.
Flying carpet.
Magic items.
Portals.
Alchemists. (though they might fit into the historically accurate mods too)
walls that can regrow(ie walls made of vines so they regrow instead of repair)
same with buildings
Vampire effects (turning the dead)
Reanimation (ZOMBIES!!! RUN lol)
controllable animal units, ie Dogs, Rhino's
converting animals
maybe powers ie spells?
Skeletons (biped and quadruped).
Goblins.
Dwarves.
Elves.
Interconnecting elements like humans and horses.
More exotical art work (towers with some effects, though the buildings for fantasy are a huge effort).please if anyone else has ideas please post and i will add to our list
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alright, thank you both, well how do i make the cashed.xmb file from the xml file?
sorry for so many questions, used to working with skyrim and oblivion
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sorry not exactly sure what you mean
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ok, thank you very much, was wondering if i could make it so a soldier can research something ie add tech to a soldier
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You apply techs to buildings in the corresponding building template
^^^^^^^^^^^^^^^^^^^
Thank you very much, will let you know if any further questions
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First off i would like to say hello.
Second off i hope this is the correct place
But i was wondering why none of my technologies i am making are showing up in game
how do i add my tech to a building
War For Anorithia
in Game Modification
Posted
On a side not, i know that your mod is magic based but even magic doesnt explain one fact,
The Imaldra defiy nature. in the fact the thier bodies are made of ice, so anything (ie the fact thier buildings are plants) would die on contact. wouldnt it be better they make thier armor and buildings and ships from ice or frozen plants?
Just wondering, because even though you would lose thier abilities of growing it, all they would need is water and they could regenerate.