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benisen11

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Posts posted by benisen11

  1. 1 hour ago, Stan` said:

    Hey really sorry about that  @benisen11

    Entities have an Upgrade component. Example the long wall long_wall_template

    23	  <Upgrade>
    24	    <Gate>
    25	      <Entity>structures/{civ}/wall_gate</Entity>
    26	      <Tooltip>Allow units access through Walls. Can be locked to prevent access.</Tooltip>
    27	      <Cost>
    28	        <wood>20</wood>
    29	      </Cost>
    30	      <Time>12</Time>
    31	      <Variant>upgrading</Variant>
    32	    </Gate>
    33	  </Upgrade>

    Entity is the template it will change to. Here it's generic, it depends on the civ specified in the Identity component. Cost and Time are pretty straightforward. Variant is the object variant it will switch to when upgrading (can be used to add fancy stuff) If you don't have a variant with that name, it will do nothing.

    1	<?xml version="1.0" encoding="utf-8"?>
    2	<Entity parent="template_wallset">
    3	  <Identity>
    4	    <Civ>gaul</Civ>
    5	    <SpecificName>Rate</SpecificName>
    6	  </Identity>
    7	  <WallSet>
    8	    <Templates>
    9	      <Tower>structures/gaul/wall_tower</Tower>
    10	      <Gate>structures/gaul/wall_gate</Gate>
    11	      <WallLong>structures/gaul/wall_long</WallLong>
    12	      <WallMedium>structures/gaul/wall_medium</WallMedium>
    13	      <WallShort>structures/gaul/wall_short</WallShort>
    14	    </Templates>
    15	    <MaxTowerOverlap>0.80</MaxTowerOverlap>
    16	    <MinTowerOverlap>0.05</MinTowerOverlap>
    17	  </WallSet>
    18	</Entity>

    Here is a wallset example  where you can defined the templates making a wallset. You then just have to create each of them.

     

    No problem. :D What about animations? If am creating a new gate I'll def have to animate a gate and set the animations somehow for the mesh. I think.

  2. 4 hours ago, Stan&#x60; said:

    I feel like it could be different upgrade paths.

    normal wall => D shape wall => D shape wall with roof

    normal wall => wooden hoardings

    normal wall => gate

    Manually, in the template.

    You need a wallset template for that. And all the templates.

     

    How exactly?

    I think you are forgetting that you know how to do it while I do not know. So you need to go into details.

  3. 18 minutes ago, hyperion said:

    Possible but probably not worth it. Up to you tho.

    The basic idea is to have a root actor which only defines an attach point and then use props (actors themself) for each "variant-group"

    image.png.db292610f750a60de9841d8f841b06c2.png

    It would be strange if D-shape wall went to straight wall with wooden hoardings after upgrade.

    But maybe I could drop the wall variants..

    • Like 1
  4. 2 hours ago, Stan` said:

    You can ask me all your questions :)

    Feel free to also update the wiki and or suggest some new pages

    Sure. In the actor file just add more variant blocks with different meshes. If they use the same texture put them in a different group block :)

    What about upgrade with variants?
    It would be kinda strange for wall variant to turn into different wall variant after upgrade.


    And how do I make new wall building set?
    With upgrade to wall with wooden hoardings.

    And how do i set where units will stand?

  5. 7 hours ago, wackyserious said:

    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

    I also tought of making different medieval mod as I invite my friends and create community. Also maybe use your mod as a foundation and placeholders for the big mod.

    but right now I could make a Islam world.

    :D


    Right now am working on walls and I've redone it pretty much.
    1 tier: palisade with platforms and towers
    2 tier: Basic stone walls + wooden hoardings upgrade
    3 tier: strong stone walls + wooden hoardings upgrade + stone upgrade

    The walls should be also only damageable by catapults and gate, palisades by ram
    to recreate real sieges

    and thin walls as special actor for maps.
    (ground work + walls)

    • Thanks 1
  6. 10 minutes ago, Lion.Kanzen said:

    Spain is basically Castile, Leon, Aragon, Navarre and Portugal.

     

    Castilla_1210.png.884f89a8042e3b49c7cee54a38d95e56.png

    Aye. I'd actually love to work on spanish units.

    Am up for catalan , aragorn 13th century references

  7. True. We wouldn't want vikings in 13th.. Actually nevermind there are "vikings" and they are in baltics.


    Jokes aside I meant it as more of English aesthetic. And I won't lie I live in east europe and I haven't checked english history in long time that means my knowledge is quite rusty so this will be good time to fix it.

    • Like 1
  8. 6 minutes ago, wowgetoffyourcellphone said:

     

    I meant it in way that Norman England comes before them and when that's done then there will be new british isles factions. That's def on me, I should have made it more clear.
    Also Yea Welsh.

    Don't worry am not calling irish.. english :laugh: That would surely not end up well.

  9. although I wanted to make a bigger post of meshes. I came into a problem. I need textures.. (you can see stretched texture from older helmet on new one). Please tell me if you know any open texture websites or straight from Wackyserious.

    Am also open to feedback and tips 'n tricks
    image.png.589e3dd5066e115e5e2b1f94868343de.png

    • Haha 2
  10. image.png.17d57ef5ff2a4fad09e2cacf32e5fa4e.png
    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.

  11. On 03/07/2022 at 11:19 AM, wackyserious said:

    WORK IN PROGRESS (Open to suggestions and help)

    12-13th Century Castle Simulator

    A.K.A (Stronghold in 0ad mod, loljk.)

     

    Repository: https://github.com/0ADMods/xiiiad

    FXCEaziacAU5jfF?format=jpg&name=4096x409

    FWzvsBlaIAAlDCX?format=jpg&name=900x900

    FWucsSSagAAhPcl?format=jpg&name=large

    STRUCTURES
     

    CIVIC CENTER:

    • Village Hall (Village) | Town Hall (Town) | Citadel (City)

    BARRACKS:

    • N/A (Village) | Town Barracks (Town) | 1.) City Barracks 2.) Castle Barracks (City)

    DOCKS:

    • Village Docks (Village) | Town Docks (Town) | City Docks (City)

    FORGE:

    • N/A (Village) | Town Forge (Town) | 1.) Castle Forge (City)

    FARM FIELD:

    • Village Farm Field (Village) | N/A (Town) | N/A (City)

    FARMSTEAD:

    • Village Farmstead (Village) | N/A (Town) | N/A (City)

    HOUSE:

    • Village Dwelling (Village) | Town Dwelling (Town) | City Dwelling (City)

    STOREHOUSE:

    • Village Storehouse (Village) | N/A (Town) | N/A (City)

    TEMPLE:

    • Chapel (Village) | Church (Town) | 1.) Cathedral 2.) Monastery (City)

    MARKETPLACE:

    • N/A (Village) | Town Market (Town) | City Market (City)

     

    OTHERS:

    • APOTHECARY
    • HOSPICE *Monastery
    • TAVERN
    • GUILDHOUSE *Town Phase
    • COURTHOUSE *City Phase
    • UNIVERSITY *Monastery

    CASTLE STRUCTURES

    WALLS

    • Stone Curtain Wall (Hoarding Upgrade) *Town Phase
    • Single Stone Wall (Hoarding Upgrade) *Town Phase
    • Double Stone Wall (Hoarding Upgrade) *City Phase

    TOWERS

    • Square Lookout Tower *Town Phase
    • Small Square Tower *Town Phase
    • Large Square Tower *City Phase
    • Great Square Tower *City Phase
    • Round Lookout Tower *Town Phase
    • Small Round Tower *Town Phase
    • Large Round Tower *City Phase
    • Great Round Tower *City Phase

    KEEP

    • Small Keep
    • Large Keep
    • Great Keep

    UNITS

     

    CITIZEN-SOLDIER

    • Serf Spearman (Basic) | Militia Spearman (Advanced) | Sergeant Spearman (Advanced)
    • Serf Archer (Basic) | Militia Archer (Advanced) | Sergeant Archer (Advanced)
    • Serf Crossbowman (Basic) | Militia Crossbowman (Advanced) | Sergeant Crossbowman (Advanced)
    • Mounted Serf (Basic) | Mounted Militia (Advanced) | Mounted Sergeant (Advanced)

    CHAMPION

    • Bannerman (1 Bannerman = 1 Fortress) - 1.) Provides military bonus 2.) Can train units
    • Squire (Basic) | Knight (Advanced) | Royal Knight (Advanced)
    • Mounted Squire (Basic) | Mounted Knight (Advanced) | Mounted Royal Knight (Advanced)

    MERCENARY

    • Mercenary Spearman (Basic) | Experienced Mercenary Spearman (Advanced) | Veteran Mercenary Spearman (Elite)
    • Mercenary Swordsman (Basic) | Experienced Mercenary Swordsman (Advanced) | Veteran Mercenary Swordsman (Elite)
    • Mercenary Archer (Basic) | Experienced Mercenary Archer (Advanced) | Veteran Mercenary Archer (Elite)
    • Mercenary Crossbowman (Basic) | Experienced Mercenary Crossbowman (Advanced) | Veteran Mercenary Crossbowman (Elite)
    • Mercenary Rider (Basic) | Experienced Mercenary Rider (Advanced) | Veteran Mercenary Rider (Elite)

    HEROES

    • Bishop
    • Lord
    • Marshal

     

     


    Could it be possible to make walls only destructible by catapults and gate by ram?
    This small change would create wonders! We'd have real medieval sieges. And make them waay more usefull.
    I think it def fits for this time period.

    Furthermore I've made custom siege like maps for my friends in classic 0 AD and then 1000AD mod and we had really alot of fun.
    I solved the wall issue by making the fort on hill where the walls couldn't be damaged and it also gave good range boost. All of us had fun and I felt like I was truly besieged because of lack of resources. Yet I still held out for some time.

    https://cdn.discordapp.com/attachments/864913360159113246/865274673574051910/screenshot0015.png
    https://cdn.discordapp.com/attachments/864913360159113246/865295023393210379/unknown.pnghttps://cdn.discordapp.com/attachments/864913360159113246/865294891616436264/unknown.png


    Dudes liked the siege idea so much that we've began making more maps

    Troy. You can also see how the walls are on hills so they won't get destroyed by simple infantry.
    https://cdn.discordapp.com/attachments/864913360159113246/865317955180953680/unknown.png
    https://cdn.discordapp.com/attachments/864913360159113246/865974055693451264/unknown.png
    https://cdn.discordapp.com/attachments/864913360159113246/865970342710083614/unknown.png
    https://cdn.discordapp.com/attachments/864913360159113246/865968054126510110/unknown.png

    gaul fort :
    https://cdn.discordapp.com/attachments/864913360159113246/865946465599356948/screenshot0029.pnghttps://cdn.discordapp.com/attachments/864913360159113246/865949016286429214/unknown.png
    https://cdn.discordapp.com/attachments/864913360159113246/865949823047827476/unknown.png
    https://cdn.discordapp.com/attachments/864913360159113246/865954596019372032/unknown.png


    Then It got out of hand! Even more maps! helms deep :
    https://i.gyazo.com/thumb/1200/0ffde85ece76e3be242668c72fd5fe1d-jpg.jpghttps://i.gyazo.com/thumb/1200/8e3affe932688fa10272c0758f3751ed-jpg.jpg

    persian fort :
    https://cdn.discordapp.com/attachments/864913360159113246/866384439877566504/unknown.png

    Minas tirith:
    https://cdn.discordapp.com/attachments/864913360159113246/866526801306845194/355b73abc25628b3bb44c4a61a11d680.png

    I've then incorporated the fort thing into skirmish map. You can see how walls are supported by terrain.
    https://cdn.discordapp.com/attachments/864913360159113246/866928419425353738/unknown.png

    Paris in 1000ad mod :
    https://cdn.discordapp.com/attachments/864913360159113246/866988815242362880/unknown.png
    There's even more! But sadly rest was lost :I .
    It was really fun.

  12. 3 hours ago, Stan` said:

    image.png.1c10d74e7a336dfadf3f81e496ecf618.png

    I've tried using the texture and it's used what ever I could. I think the weapon's texture is ok I guess.
    I also thought of cramping more textures into empty spaces but there isn't any room left. Additionally I've modified the shaft itself. I think it looks much better when you compare it to old mesh.

    Triangle count : 134

    How I imagined it:
    image.png.27b76c21f8a299f44d08c20de9284b00.png

    Also the mesh can be extended into 2 handed polearm!
    Pin on Spears, Pikes & Polearms

    > Note : the weapon is out of period's timeline!!  <

  13. 24 minutes ago, Stan` said:

    @benisen11 well what can you do? :)

    Both those mods aren't dead, they just need more people to work on them :) They are also 100% open source so anyone can pickup where they left off

    I could do some modelling in blender. (Buildings and units)
    Although I think am weak and may need help with modding regarding models at beginning. I think it would be great learning experience for me.

  14. I went to check 0ad and possibly some development on medieval mods.
    And I find out that 1000AD hasn't progressed yet.
    13th century dude disappeared (I hope he's fine) and now there's  "Medieval A.D."  a playable demo as a remnant of what the mod could be.
    And then I also find out new medieval project that sparked up my hopes but activity and rank of wacky makes me worried it will end up like 1000AD all over again.

     :no: This makes me want to start a work on a medieval mod.

     

  15. I sometimes check forums and game for news and am happy to see this post.

    For factions I'd consider following

    West slavs. (Polish, Moravia)

    Baltics 

    Iberians. 

    Italians (Lombards, Italian states)

    Irish. 

    Scots

    Britons (Welsh, britanny, Cornwall)

    I'd definitely go for Britons after Russia.

    As Britons can easily represent scots,Irish for time being. Hit 2 birds with 1 stone. 

  16. I may be late but I anybody stumbles on this error I have fix for this

    First of all..

    1. Do you get windows start up screen when you launch computer?
    Windows 10 Freezes on Startup or Boot [Solved] - Driver Easy

    2.Does it show version of OpenGL CL version or "Not available" in AMD Radeon Software.


    Well If yes you should check what monitor cable you use and where it is connected.
    If GPU requires different cable then you should buy one and connect it.

    If you get Windows start up screen and theres version of opengl then its fixed and you should be

    able to launch 0ad .

    I was given wrong monitor cable and it was connected into wrong spot . It should not have launched pc in first place.
    So.. I had alot of graphical issues etc..

    This fixed it and I hope it will help other people who will stumble on this forum with same issue.

    ^_^

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