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Posts posted by wackyserious
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On 20/03/2023 at 9:52 PM, benisen11 said:
I came up with early simple "diverging" Plan.
I think it should work and I'll be also slowly introducing people to 13th century mod to expand team (I thankfully know many people)
I don't want to rush it and wait for Wackyserious to respond. In mean time I'll be slowly making different armor pieces , shields and weapons.This could be a submod, I really imagined this mod to be a very generic one, something that won't be complicated to update. Thank you very much for taking interest in this mod!
Maybe something like XIII Century AD - Expanded, where there will be nation specific factions and everything else -
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19 hours ago, vladislavbelov said:
Wasn't the suggestion about the runtime scaling when you can override the scale by editing an actor XML?
I remember Warcraft III LARP maps with these, where they had in-game trigger spawners and scripts that can easily alter, the size color and other tweakable variables, good old WC3 days..
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This is now available over at mod.io https://0ad.old.mod.io/xiii-century-ad just make sure to run it with the latest alpha! Enjoy everyone!
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Krita is also somehow useful it have minimal 3D effects the last time I used it.
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I committed the updated textures just now.
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I remade the officer helmet earlier, but this will have to wait until A27, it didn't made the cut for this alpha.
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10 hours ago, AIEND said:
2.The main crops of the Han Dynasty were millet and wheat rather than rice.
I second this, correct me if this may be wrong but, this is still culturally manifested in modern times right? Like how Southern food and consumption culture leans more to rice and sea food while on the other hand, Northern cuisine has more of noodle and bun? Is this correct?
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On 07/09/2022 at 5:17 PM, Lion.Kanzen said:
maybe with a river.
The atmosphere should be changed to something fresh green with mist.
I kinda like this variation where it is a little rainy, I guess one with a river could be done on another take where the weather is kinda fresh.
Here are the files for those who want to test it.
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4 hours ago, Genava55 said:
Can these be used for shields?
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Will this work?
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1 hour ago, Lion.Kanzen said:
the Tigris and the Euphrates are missing.
Not literally Mesopotamia with the two rivers, but something like a spot of land in the region with a Mesopotamian biome, one is dry the second variant is semi-arid.
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Mesopotamia I
Mesopotamia II
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Commit update: new props, maps and added an infantry skirmisher for the Eastern Europeans.
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Download file: xiiiad/maps/skirmishes at main · 0ADMods/xiiiad (github.com)
Download map icon: xiiiad/art/textures/ui/session/icons/mappreview at main · 0ADMods/xiiiad (github.com)Mediterranean biome variant:
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Download file: xiiiad/maps/skirmishes at main · 0ADMods/xiiiad (github.com)
Download map icon: xiiiad/art/textures/ui/session/icons/mappreview at main · 0ADMods/xiiiad (github.com)Alpine biome variant:
Mediterranean biome variant:
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Another map, Mountain Outcrops. Battle your opponents for the dominance of the central uplands.
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A map I made for the mod, hopefully it could also be accepted in the main game.
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5 hours ago, hyperion said:
Cloned, loaded and crashed
Tried with A25, see below for the errors:
ERROR: JavaScript error: globalscripts/Templates.js line 21 simulation/data/civs/east.json doesn't contain Name loadCivFiles@globalscripts/Templates.js:21:11 loadCivData@gui/common/functions_utility.js:37:28 @gui/gamesetup/gamesetup.js:13:30 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: JavaScript error: gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicCount.js line 51 can't access lexical declaration 'g_CivData' before initialization @gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicCount.js:51:1 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 TIMER| gamesetup/gamesetup.xml: 61.2914 ms TIMER| common/global.xml: 271.786 us ERROR: JavaScript error: globalscripts/Templates.js line 21 simulation/data/civs/east.json doesn't contain Name loadCivFiles@globalscripts/Templates.js:21:11 loadCivData@gui/common/functions_utility.js:37:28 init@gui/gamesettings/GameSettings.js:24:13 SetupWindow@gui/gamesetup/SetupWindow.js:29:39 init@gui/gamesetup/gamesetup.js:47:18 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: GUI page 'page_gamesetup.xml': Failed to call init() function
Sorry, I forgot to change the game version compatibility in the .json but this will be compatible with the coming alpha and with the latest SVN version
Avoid city demolition
in Gameplay Discussion
Posted
Disabling the delete function when there are enemies in a certain radius/distance is a good suggestion, I like that too, I think Stronghold had that feature.
Scorched-Earth strategies were done before hostile forces enter the area to deprive them of the resources in the area, not the other way around when a hostile force have already conquered the place.