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Posts posted by Lopess
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2 hours ago, man_s_our said:
I want also to add these civs, at least in a mod:
Vandals (and a campaign of sack of Rome)
Judea (and a campaign of Torah wars)
Kingdom of Sheba
Coraixita
early Muslims in Medina (and a campaign of rise of Islam)
@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.
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1 hour ago, krt0143 said:
Hi guys. Please bear with me, I'm a fairly experienced modder, but totally new to 0AD.
What I'm trying to do at this point is to just get a hang for the /mods folder structure and how things are connected.
So I created a little test mod, put a "/Test" folder in /mods, added the required "mod.json", then added "art" and "simulation" folders in it (and so on), and finally copied an existing Briton hero's templates and art, and just changed the name. Can't get more basic...
Now it appears inside the game, and the game loaded it without complaining, but when I try to start a skirmish game using the Britons, the game spams a dozen chat line errors I don't have the time to understand... The only thing I manage to spot is the conclusion, the game didn't manage to "validate" my mod. What does that even mean? (And what can I do about it?...)
Is there a way to stop or record those errors the game emits and almost immediately removes? They don't seem to be stored anyway, and having those error logs would really help to understand what the game is unhappy about, especially when I start to do more elaborate things than duplicating existing resources!...
I mean, if I don't even manage to create a copy of an existing unit, how am I supposed to do anything halfway serious?
Thanks in advance.
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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Will update here for sure, hope this can encourage new backyard farmers soon.
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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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6 minutes ago, Stan` said:
Maybe the unit wasn't set to doesn't have the turretable component?
infantry_rifleman_assalt
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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19 hours ago, GoldenArmorX said:
Buenas tardes. Quería avisar que por el momento, el MOD Maya no es compatible con la versión 0.0.26 del juego base, por lo que no es posible jugarlo, salvo uno guarde una versión antigua del juego.
En la captura de pantalla que mando se muestra que otros mod como el inca si funcionan.
Hago un pedido si es posible actualizarlo (El mod Maya pre-clasico), tengo ganas de probar la civilización. Mis saludos
Hola, pronto habrá una actualización de alpha 27, una vez que se lance.
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27 minutes ago, Lion.Kanzen said:
It would have looked better with Mesoamerican mythology.
There is a lot of building that is not Aztec.
It is worth noting that it is a mod, but I still find it very poor in terms of accuracy.
I'm not very familiar with Aztec mythology, but about the architecture I think it's OK, putting it in perspective to other Mythologic models.
0ad's mythological mod could benefit from an update at this point.
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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:
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9 hours ago, Lion.Kanzen said:
I plan to make the wagons. I need to know how I make them, so that they are animated later.
All the structures that are in the Scythian post I plan to do.As many as I can, I plan to do everything Duileoga won't, specially eyecandy.
Note that the yurt comes from the Sarmatian period.Planned faction.
The wagons that already exist for are very modular, the covers are used as props.
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24 minutes ago, Lion.Kanzen said:
@LopessI have not yet tested the factions outside of Delenda East, Terra Magna already have ready to test the Scythians?
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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27 minutes ago, Lion.Kanzen said:
@Lopess que props puedo integrar?
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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6 hours ago, Quetzalcoatl said:
Hey Guys,
I'm new in the forum, but I'm playing with 0 A.D. for years.
Mostly only using the editor. I really have to say I love the level of detail in this game.
I'm what you would call a "Schönbauer" in German, beauty builder so to say.
I'm currently working on a desert city, with Seleucid and Ptolemaic architecture, with some Carthaginian structures for highlighting. All on a modified "Oasis Mapps. I'd like to share more screenshots, but somehow the forum doesn't let me.
welcome! from your name I imagine you are interested in this mod too : https://github.com/0ADMods/official_mayas_protoclassic
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I think it would be simpler to fix the burned building, thus avoiding more complexity.
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I liked it, it's like an easter egg unit. It exists because it's cool.
Proposal, Mayan City States [preclassic and classic]
in Rise of the East
Posted
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