Jump to content

Lopess

Community Members
  • Posts

    941
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by Lopess

  1. So, exactly—since I plan to submit this mod for the next release, I’m currently updating it to the development version (I’m using the Alpha 29 dev build via Snap). If you want to test the Alpha 28 version of the mod, you can download (Releases 0.28.0) that older version from GitHub, though it won't include the latest updates.
  2. Excellent observations, I agree with them, and yes, Spanish and Portuguese are definitely very close to each other . I'll see what I can do here later this afternoon.
  3. @wowgetoffyourcellphone@Stan` Or any of our active 0ad developer friends, I'd like you to test this mod and, if possible, add it to the base game. I welcome feedback for code/logic improvement; I created it with the intention of it being easy to use with any mod. The only detail is that the region filter only works with the civ.json file if the "Region" key is filled in.
  4. Hey everyone! I made a simple mod for 0 A.D. that changes the civilization selection screen into a grid layout. No more scrolling through a single row – now you can see all civs at once and pick your favorite faster. Features: Clean grid display Works with vanilla and most modded civs Lightweight and easy to install Installation: Download the folder. Place it in ~...../mods/ (or your mods folder). Enable it in the mod manager. Launch and enjoy! Download: https://github.com/0ADMods/civ_grid Feedback is welcome! Let me know if you run into any issues.
  5. Los cartagineses (mod) aún no han sido exportados; se encuentran en las etapas finales de desarrollo.
  6. Could you send me a message with references to units and structures for the Qin dynasty, in order to differentiate them from the Han dynasty? I believe the key would be to gather references from the 4th century BC to the 2nd century BC.
  7. @Thalatta Muchos nombres son términos genéricos que engloban ciertas culturas, las cuales, de otro modo, no podríamos representar en el mod. Un ejemplo es la cultura Moche, cuya "civilización" se define en la historiografía como iniciada en el año 100 d. C. Sin embargo, a pesar de conocer este dato desde el principio, no podemos olvidar que esta población no surgió de la nada en ese entorno. Ex Mochicas: Son el resultado de más de mil años de culturas ancestrales como la Cupisnique, la Salinar y la Gallinazo, con especial atención a la Salinar, que es simplemente una frase de transición de la cultura Cupisnique a la Mochica.
  8. When I saw this, it raised a real question for me!
  9. What I would like to say is that I think the Warring States would fit the campaign mode for China at that time (they have different general leaders and units, but basically follow the Han structures), since apart from special units, leaders, etc., I don't think there would be many differences from the Han for a separate civ with new structures and units, though of course I could be wrong.
  10. @Perzival12Try it now https://github.com/0ADMods/civ_grid
  11. Interesting, but I imagine they'll do something like Civs Perhaps for a campaign mode? I might be wrong, but isn't Qin the same person who unified China just before the Han dynasty? its maximum strength is a bit later than the year 100. That wouldn't be a problem for us, we already have pre-existing conditions.
  12. Las estruturas Nabateas
  13. https://github.com/0ADMods/civ_grid Download and test it; the region filter will only work if the civs have the following information in their civ.json file:
  14. That's a question, I'm sure you'll be able to guide me, I managed to create a good part of the code with the help of AI (I'm not a great programmer, professionally I can say that I deliberately deviated from that purpose) Is there any rule regarding this? I think my code should be reviewed more closely.
  15. It's up to me to know what they are.
  16. Coming soon, a new feature !
  17. Creo que eso no era exactamente lo que quería decir, pero este mapa es muy interesante para que la gente se oriente en relación con las civilizaciones representadas. Mientras tanto, estoy buscando algo para ayudar en juego,mejor que una lista, tal como está planteada actualmente.
  18. News: Following my initial idea and combining it with the Endovelico mod (however, I'm developing it completely separately for easy application for anyone who wants to use it) World map: Made with GeoJson using the QGIS application; It is now possible to train more than one Hero/General. Coming soon: FrogWar, province defense updates, and perhaps skirmish maps entirely focused on combat, a total war-like hybrid. I'm still seeing what's possible at the moment.
  19. Looking at @wraitiiold messages, he commented to other forum members about using GeoJSON. I did some research and found it very interesting, since positioning PNGs or using the map editor was very stressful for me, and GeoJSON implemented using QGIS makes it almost entirely about drawing polygons on a PNG map. I'm in the implementation phase. I'll release something about it soon; if it works, it will be an incredible gain.
  20. I'm making a few improvements now. Now we have the possibility, when the AI attacks your province, of losing or winning in the auto-resolution. Also, when you lose your last province, a Game Over page appears and we have a button to start a new campaign.
  21. Hola, hay más de una manera, pero la más "conservadora", y la que recomiendo, es la siguiente. 1. Copie todos los archivos civ.json del 0ad actual. 2. Pégalo en la carpeta correspondiente de tu mod. 3. Déjelos con falso en su selección. Ex: https://github.com/0ADMods/millenniumad/blob/master/simulation/data/civs/athen.json
  22. I think the same for the Endovelico mod. Things I need to learn to improve this mod: 1- (Some provinces are misplaced when selecting them) Nonsense, it works, but during testing I commented out the code without realizing it.. 2- I believe that at least Central Europe and North Africa should be completed by province, meaning I need to understand how these provinces are created. 3- This mod can be tangentially improved in several ways; I hope that interest in it can lead to significant improvements. For example, I managed to change the background image of the map.
  23. @wraitiiHey man, I hope you're doing well. I've always thought this mod was really cool, and today I decided to try and fix it and its compatibility with 0ad 28. Luckily, after a lot of head-banging and nonsensical Chatgpt responses, I managed to get something playable and error-free. I believe now only some provincial localization issues and things like that remain.
  24. Hello, welcome Ramses! @Stan` This can help you discover how to help in the main game, and there are also several mods you can explore occasionally.
×
×
  • Create New...