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Sebastián Gómez

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Posts posted by Sebastián Gómez

  1. 5 minutes ago, azayrahmad said:

    How did you exactly prevent Spartans from building stone wall?

    I imagine you should remove it from the template and add stone wall to every other civs except Sparta. Otherwise not sure.

    I didn't mess with any Spartan template. Just removed most of the structures from builder node in template_unit_infantry.xml as shown in my previous picture.

  2. I've successfully managed to 1) Make some structures buildable outside territory limits 2) Remove territory influence from all building 2) Remove resource gathering capabilities from soldiers 3) Reduce the number of structures soldiers can build:

    Spoiler

    image.png.437b4ebc96c324686099c2ca62950cf2.png

    After achieving this last one I came across with 3 errors related to the game not being able to remove stone walls from the structures Spartans can build. Why's that? Only god knows. And hopefully some of you too. :)

    I've attached the error log file so maybe someone can take a look.

    Error Log.txt

  3. 2 minutes ago, wowgetoffyourcellphone said:

    Can't players already do this with random maps? :) 

    Skirmish maps were a nice compromise between the hand crafted nature of scenario maps, with the customization of random maps. Similar to the maps in Starcraft.

    Maybe I hadn't understood the nature of skirmish maps, to be honest.

    • Like 1
  4. 23 minutes ago, wowgetoffyourcellphone said:

    Skirmish maps can have as many of these skirmishreplacement units as you want to place in them. But yes, it seems the standard is 4 women, 2 ranged dudes, 2 melee dudes, 1 cav, and 1 special unit if applicable, because that is the random map standard. You don't have to make it that way in your mod though. You could have players start with 10 women (or Citizens as in Delenda Est) and no military units if you wanted. You'd have to go through each skirmish map and do this by hand in Atlas though, but would be worth it to differentiate your mod if that's what you wanted to do. To make this happen in Random maps, you'd adjust the StartEntities section in the civ jsons. 

    That's very clear. I must say however that I find 0ad map system not very intuitive.

    I'd prefer to have all these skirmish and random maps in just one category, allowing the user to choose size, number of players and all common features for whatever map they choose. 

    This again is just my opinion, and probably not everyone's. I'll try to revisit this topic in the future to see if there's something I can do in my mod.

  5. I could fix the error by using this lines:

    Spoiler

    image.png.86f31cb35d12ce8253bc514e2f0b2dd9.png

    So what I could understand is that skirmish maps will always give you 2 melee units and 2 ranged ones by default, is it correct?

    I'll probably try to better understand all this thing about skirmish templates in the future. For now, I think I'm moving forward. Thank you guys for all the assistance provided today. :)

     

    • Like 1
  6. 12 minutes ago, Stan` said:

    I believed I figured it out. You need to specify the default for the javelinist else it will default to something you don't have :)

    Could you elaborate on this please? I'm afraid I'm not getting it.

    How does this SkirmishReplacements node work?

    Why does the game try to load this javelinist unit despite I didn't set it as a starting unit in my civ file?

    How can I control the number of starting units for skirmish maps?

    What's the purpose of life?

    Hope you can help me with some of these questions when you have some time :) 

  7. 9 minutes ago, Stan` said:

    Does that file exist

    
     Failed to load entity template 'units/acha_infantry_javelinist_b' ?

    No, it doesn't. I don't want javelinists for now.

    3 minutes ago, Lion.Kanzen said:

    Try update your svn again.

    I went to SVN main folder D:\Installers\0AD\SVN then right click and selected SVN update.

    Erros about javelinist unit still appear,

  8. 10 hours ago, Stan` said:
    • Did you in the actor XML file use an AO dependant material ? (eg. 'player_trans_ao.xml) In this case you need a second UVSet 

     

    Changing this line to  <material>player_trans.xml</material> seems to fix the problem. Is this line correct I just want to use the color texture for now?

    By the way, I re-upload the error log file. Thank you so much Stan.

  9. hi @Stan`. I was wondering if you could take a look at this problem I'm having when trying to import a simple box into the game from 3ds max. The game crashes and shows an error dialog box every time I try to load the actor using the scenario editor. My 3ds max version is 2020.

    My workflow for creating this mesh was:

    1) Create a box (10x20x5 approx)

    2) Convert the box to editable poly

    3) UV Unwrap

    4) Convert to editable poly again

    5) Enter Face mode (4), select all faces and re-scale to 2% of the size

    6) Reset X-Form and collapse all

    7) Select and export selected to Autodesk Collada (dae) using default settings.

     

    I know you were a 3ds Max user so maybe you could help me figure it out. Error log file is attached. I also started a GitHub repository where you could check the files. It on the "new-civ_achaeans" branch.

     

    Error Log.txt

  10. @Nescio I'll start creating a public repository as you suggested.

    Regarding the version of the game, I was using A23 for testing but the files I was using for building my mod were from A24. I suppose that could bring some incompatibility issues at some point. So I decided to start from scratch using just A24. I'll be back as soon as I have everything set up again.

    • Thanks 1
  11. 11 hours ago, Stan` said:

    You need to add either

    <ResourceGatherer disable="" /> 

    to your unit or remove in template_unit.xml :)

     

    9 hours ago, Nescio said:

    remove the entire <ResourceGatherer> node from both template_unit_cavalry.xml and template_unit_infantry.xml.

    That's exactly what I've been trying to do since yesterday without success. I've tried with template_unit.xml and template_unit_infantry.xml. I just get a bunch of errors 

    Spoiler

    image.thumb.png.2abb20b1ae78b1b8a2ce51661e69312a.png

     

  12. 8 hours ago, Nescio said:

    if you don't want something that is inherited, disable it (without the d)

    I'm not sure I got this exact part. Could you elaborate on this please?

     

     

    8 hours ago, Nescio said:

    in your case, you could also simply consider removing it from the parent (`template_structure_civic_house.xml`).

    By deleting the node or by changing it to <TerritoryInfluence disable=""/> ?

     

     

    8 hours ago, Nescio said:

    See `simulation/templates/structures/rome_army_camp.xml` as an example for both questions.

    You said "Entities (e.g. structures) don't really need a <TerritoryInfluence> node". However, looking at rome_army_camp.xml I can see that's exactly what they did. They just added a  <TerritoryInfluence disable=""/>  line. 

    • Like 1
  13. Hey guys. Here I have a couple of questions:

    1) How can I set up some structures so they can only be build OUTSIDE the initial territory limits?

    Edit: I tried adding a "BuildRestrictions" parameter to the simulation templates of these structures and set it no "neutral". Apparently it works. Should this be enough?

     

    2) How can I prevent territory limits from being expanded every time a new structure is build?

    Edit: At least for houses, I tried modifying "template_structure_civic_house_big.xml" in "simulation\templates" as follow:

    image.png.ec53cfbe41fd5065f01033bac2573661.png

    Apparently it works too. Should changing this parameter be enough?

    • Like 1
  14. Lion, muy bueno el post. 

    Solo me quedó una pequeña duda con respecto a esto parte:

    On 8/27/2019 at 1:02 AM, Lion.Kanzen said:

    Ahora be a la carpeta mods de 0ad.

    \Users\{name_of_user}\Documents\My Games\0ad\mods\

    Alli hace una carpeta q sea algonasi como DelendaestA24

    Según entiendo esto sería como instalar Delenda para A24 en la carpeta de 0ad A23, cierto?

    Esto no causaría algún tipo de conflicto por ser versiones diferentes? Tal vez debido a nuevas características del A24 no eran posibles en el A23?

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