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Everything posted by Lopess
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Proposal, Mayan City States [preclassic and classic]
Lopess replied to Lion.Kanzen's topic in Rise of the East
Pessoalmente e profissionalmente estou bem ocupado mas não larguei os projetos, o mais atualizado foi esses que crie com ajuda e conselhos d @Duileoga. https://github.com/wltonlopes/Endovelico -
Inclusion of American civs in 0AD (pre-Columbian)
Lopess replied to Genava55's topic in General Discussion
@man_s_our all mods that are related to the creation of new civilizations depend on a good level of work and time to be carried out, the good side is that much of what these civs need can (and should) be reused from other mods or even from the main game, see in particular Umayyad civ from Millenium AD - REVAMP, they need better models for the buildings, they weren't one of my most inspired creations, Middle Eastern architecture is very different from what I did with Mayans or Japanese. If you need tips, don't hesitate to send messages. -
Don't worry that the learning curve in creating mods in 0ad is very fast, with a little time you will be able to create units, civ and structures with ease.
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Hello, could you send the mod.json that was created here, I believe it could be the cause of these warnings. Another thing that could help is a screenshot of the warnings message.
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Beautiful garden, congratulations! I was born and raised in a large metropolis, but my family has always preserved a beautiful productive backyard with various medicinal herbs, beans, sweet potatoes, peppers and occasionally legumes in general. I'm currently living in a rented house with a large yard, just waiting for a quiet weekend to start a productive project for him.
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Interesting, I can check this here, where would this configuration be?
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It seems to me that using the turrets component it would be possible currently in 0ad (I'm using the alpha 27 version) to create a unit with a turret sub unit, but I'm having difficulties implementing it, I intend to create a turret on top of an armored vehicle in the future , in which the turret has its movement independent of the vehicle, rotating on its own axis fixed above the vehicle. Code: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_cavalry_ranged_javelineer"> <Identity> <Civ>coalition</Civ> <SpecificName>VBL</SpecificName> <Icon>units/hele/siege_tower.png</Icon> </Identity> <Promotion disable=""/> <Sound> <SoundGroups> <attack_ranged>attack/weapon/rifle_attack.xml</attack_ranged> <walk>actor/human/movement/walk.xml</walk> <run>actor/human/movement/run.xml</run> </SoundGroups> </Sound> <TurretHolder> <TurretPoints> <One> <X>0.1</X> <Y>0.1</Y> <Z>2.0</Z> <Template>units/coalition/infantry_rifleman_assalt</Template> <Angle>1.54</Angle> <Ejectable>false</Ejectable> </One> </TurretPoints> </TurretHolder> <UnitMotion> <WalkSpeed>19.0</WalkSpeed> <RunMultiplier>1.67</RunMultiplier> </UnitMotion> <VisualActor> <Actor>units/coalition/VBL.xml</Actor> </VisualActor> </Entity> Result (The game does not ask for errors, and it seems to me that it identifies the indicated template because when changing its name the game says it cannot find it)
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Proposal, Mayan City States [preclassic and classic]
Lopess replied to Lion.Kanzen's topic in Rise of the East
Hola, pronto habrá una actualización de alpha 27, una vez que se lance. -
DE Part 2?
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Es necesario descomprimir la carpeta antes de su uso.
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Aquí hay una carpeta y un esquema de nombres para los novatos que quieren crear un mod con una civilización completa: mod_ex.zip
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They are already there and playable in alpha 27, there are only inconvenient warnings left when running, but nothing that prevents you from playing. WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) TIMER| LoadDLL: 779.075 us
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Hay dos cosas que extraño de ellos, las sillas de montar y las exquisitas decoraciones de los caballos, y los túmulos funerarios. Pero no sé cómo podría ayudar esto en los props de la yurts.
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Definitivamente ya tenemos buenos props para props, creo que no es necesario "reinventar la rueda", solo si es para agregar algo específico a la cultura que ya no está, más aún si se agregan estas casas como variantes de los existentes.
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A pity that this beautiful mod is a little outdated, currently using the most updated version of 0ad, when starting the campaign it presents this error: ERROR: JavaScript error: gui/campaigns/grand_strategy/game/Province.js line 7 Province@gui/campaigns/grand_strategy/game/Province.js:7:25 parseHistory@gui/campaigns/grand_strategy/game/GameData.js:168:32 initialiseGame@gui/campaigns/grand_strategy/game/GameData.js:132:8 createNewGame@gui/campaigns/grand_strategy/game/GameData.js:102:14 actuallyStart@gui/campaigns/grand_strategy/init/InitPage.js:165:12 onStartRequest/<@gui/campaigns/grand_strategy/init/InitPage.js:159:41 setButtonCaptionsAndVisibitily/</button[i].onPress@gui/common/utilities.js:29:11 If anyone sober as a solver, or any idea what should be done?
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Fire Technical discussion.
Lopess replied to Lion.Kanzen's topic in Game Development & Technical Discussion
I think it would be simpler to fix the burned building, thus avoiding more complexity. -
I liked it, it's like an easter egg unit. It exists because it's cool.