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Lopess

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Everything posted by Lopess

  1. 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.
  2. Thanks for the help @Stan`, I was able to locate the option in an in-game example. working now.
  3. Interesting, I can check this here, where would this configuration be?
  4. 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)
  5. Hola, pronto habrá una actualización de alpha 27, una vez que se lance.
  6. 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.
  7. Es necesario descomprimir la carpeta antes de su uso.
  8. Aquí hay una carpeta y un esquema de nombres para los novatos que quieren crear un mod con una civilización completa: mod_ex.zip
  9. The wagons that already exist for are very modular, the covers are used as props.
  10. 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
  11. 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.
  12. 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.
  13. 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?
  14. I think it would be simpler to fix the burned building, thus avoiding more complexity.
  15. I liked it, it's like an easter egg unit. It exists because it's cool.
  16. Thank you for all the points raised, I will look for improvements, I believe that now the community can help a lot since any European civ has enough documentation and study, arts and references. The only part that I question is in the part of buildings very similar to the Gauls as a negative point, I believe that the idea is to look for formats close to the standard of the game, I remember strong questionings against structures with more "fies" formats but far from " standards" common to 0AD as well as other RTS games.
  17. That really makes it a lot easier, luckily the actors and the simulation are already separated for the most part. Perhaps it's the case that units used art from the official 0ad and this created an error with updates? I am currently developing with the very important help (heavy work) of @Duileoga some civs, my idea is to develop them as much as possible in a separate mode and when they are in their maturity add to terra magna, thus releasing it to the lay public that does not use github for example .
  18. I helped export these models modeled by @Duileoga with concepts by @Obskiuras They are already sported in this Github repository (https://github.com/0ADMods/suebian_art) my initial thought is to use these models for this already existing civ in the mod.
  19. Github 0ADMods / terra_magna (https://github.com/0ADMods/terra_magna) and 0ad dev - Alpha 27 (https://github.com/0ad/0ad)
  20. I'm not a big connoisseur, but I think option 4 would make more sense. When playing with them, this warning appears, but it does not indicate which structure accuses this "WARNING: Complex requirements found, but no tooltip specified. More complex requirements can't be translated on the fly easily."
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