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Intellect

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Everything posted by Intellect

  1. Stan @Stan`! Nephy! Itms @Itms! Guys! We need to fix the prop/actor system! When setting up bone structure for props in blender 2.8, it simply doesnt work. We have to use the "oh so inconvenient" blender 2.79, which is giving me stone age chills. Guys, lets work on fixing this so we can all blend together on the same program (and version!). Let me know if I can help. Salut
  2. I;m Down! hit me up with some contact info via dm. Thanks!
  3. Hey guys, if I want to set up new prop points on a mesh...how can I do that? Thanks for the help!
  4. Hey guys! I'm having some trouble importing maps from the Atlas editor, and I was wondering if someone could explain how to get a custom map to actually use in game. I would really appreciate any guidance. Thanks!
  5. Hey Stan! The Gohma building doesnt have a skeleton, just a mesh
  6. Hey guys, how do I fix this error? Im using a .dae file from hyrule's Gohma civilization
  7. Guys, I placed a new .ogg file in place of the ~/audio/voice/greek/civ/civ_greek_Asyouwish_1.ogg file, and I'm getting an error message stating that "stereo sounds can't be positioned"...how can I fix this?
  8. Hey guys, can't seem to open the .dae files on blender. These .dae files technically have ".dae.cached.pmd" as their file extension, but is there a way to open them up?
  9. Thanks man! Let me check the other thread where you informed me of that previously. Didnt see it apparently
  10. Like, what things do you usually work on first? The directory system in 0AD is quite complex, even adding a single new unit takes a while to figure out. Im thinking of mapping unit creation in order to get started...
  11. That mana tower sounds nice. Would we have villagers in this setup or no? My idea is that the base produces "blank-slate" mutants and the player decides how they evolve based on the 5 faction energy source.
  12. Right. I'm not sure about resource allocation though. If we have 5 factions, each representing a different characteristic, then shouldn't we have 5 separate resources? What do you think?
  13. Actually, Could you help me with map design? Need some post apocalyptic type of designs going...
  14. How do you get started on creating a new Civilization? Like, what types of things do you work on first? Thanks in advance!
  15. Thanks man. It'll be a while though before I can work it out. Do you know the best way to mod for a new Civ? @Stan`
  16. Can buildings be rotated? If so, please let me know how. Also, how can I enable free cam? Thanks!
  17. Hey Guys, I'm gonna try to get some modding experience by starting a mod for a new game called Mutant Wars, an RTS overlayed on the 0 AD engine. Its going to use 5 "factions" each with their respective properties that can be "combined" to create new properties. I'm working on the icon art, as the art is something I really enjoy doing, but I'm definitely going to run issues with the code structure, because I want this game to be similar to "Battle-Forge" (the Card-based RTS game). Can you all let me know if you have any ideas or inputs, as I would really appreciate it! I will continue to update this post with the content that comes out for this. Synopsis of game: You control a biodome that produces blank mutants. These mutants can activate certain genes based on the "5 factions" in varying degrees to yield certain effects on a single unit. Check out the Logo Here is the loading Screen: Ok, so here are the 5 factions. It's slightly based on MTG with the 5 colors of mana THERMIC - Fire/Speed/Damage over Time (DoT)/Burst Damage CRYOTIC- Slow/Freeze/Building/Defense/Tech/Harass NECROTIC- Degen/Debuffs/Leech/DoT/Zombiefication/Leprosy/Skeletonization/Vampirism/Insta-death ANABOLIC- Health/Regen/Buildings/Resistance/Armor/Buffs/Speed/Damage/Unit Growth PHOTIC- Sight/Speed/Invisibility/Regen/Buffs/Unit multiplication/Unit Sustain/Harass All of these icons are custom made on GIMP! I'll be back for more
  18. Nice! Hey Stan, have an idea for a simple civ to practice "artsing". Ill post in a bit
  19. Do you guys create your own icons (hand-drawn) or is there another method that you use? Thanks!
  20. Lol, I wish we could send out a world blast to all game devs
  21. Ah, so I guess this wouldn't get much support from the community then?
  22. Would an MTG inspired mod be feasible with MTG being a trademarked brand? For those of you who are familiar with the MTG universe, there are five factions (black-grixis, blue-esper, white-bant, red-jund, and green-naya) that can exist exclusively or in concert with other units. I was thinking if we could look into a 10 faction system comprised of 2-color combos like the Ravnica sub-universe of MTG (obviously with different names), could it be feasible? If so, this could be super exciting for a few reasons: 1. Unit creation would actually be really interesting and modular: If you guys are familiar with magic, you know that there are a few things involved a. Power (essentially attack) and toughness (essentially "health"), which are the numbers that you see on this card below (power: 1 | toughness: 1) : Now, if we were to include these types of cards in the game, the base attack would be 2, and the base "health" value would be one. In essence, this creature would do 2 damage per second and have one health. Now, I KNOW WHAT YOU'RE THINKING: "2 damage and 1 health? This unit, if pitted against itself in battle, would neutralize itself! Also, it would technically 'overkill' as it only has 1 health and would take 2 damage" EXACTLY, this is how magic works, HOWEVER, I understand this could be a concern for RTS players, so here is my proposition: the toughness ("health") value could be scaled by a a factor. Lets say the scaling value was 10; thus, it would take 5 seconds for two soldiers of this type to neutralize themselves. The cost of this soldier would be 1 WHITE mana, which would be collected by villagers from "mana-fountains" spread across the map". Now, let's look at a card that's a bit more involved: This creature has flying, so, in essence, land units would not be able to attack this, unless they also had flying. There are SO MANY abilities in MTG that we can draw inspiration from, it's insane! I believe that if the development of this mod was approved, this could be something that gets worked on consistently by modders and receives continuing updates. 2. Unit tactics and abilities would be a new and interesting components that could open up endless amounts of civilization customization So MTG is a card based game, right? I was thinking that the way this would work is that the "villager" units would farm for different color mana spots that correspond to the main color theme (black, blue, white, red, and green) and the roster for the fighting units would be a selection of cards that the player chooses during match selection, so essentially, they have a "deck" or cards that constitute the units of their army. As the villagers farm for mana, they can construct buildings to produce units. Again, you have to have a bit of MTG know how, but here are some mechanics that the game uses: Anyway, that's just a sketch, implementation would be really interesting. I have a TON of ideas that could be included, but first need some insight for the community 3. Unit creation would be limitless So the way MTG is designed is that it opens up endless possibilities for players to use cards, because the "card' is essentially a blank slate. This concept should be applied to the game because then units themselves wouldn't be tied to a particular civilization or player, but selected among the roster of cards (units, spells, artifacts, etc.) that are currently in the game. The player wouldn't be tied to a civilization, as the type of mana that their villagers farm in game would determine what units they can summon and what spells they can cast. @Stan` and @Itms, please get back to me with what you think. I think this could be a really great mod for the game! Thanks for reading!
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