Jump to content

Emacz

Community Members
  • Posts

    292
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Emacz

  1. wait, is that the only issue, the helmet error etc will be found if the art is 256 by 256?
  2. Well hopefully you aren't the only one capable of helping I tried using another tutorial, but it was old. I got a bunch of errors, see below. I dont know if me doing this on "com mod" has anything to do with it? <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.0.26) Main log (warnings and errors only)</h2> <p class="error">ERROR: Texture to convert "art/textures/ui/session/portraits/units/celt/celtic_axeman.png" should have width and height be power of two: 207x311</p> <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/heads/celt_helmet_b.xml"</p> <p class="error">ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/units/heads/celt_helmet_b.xml'</p> <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/shields/celt_round_b.xml"</p> <p class="error">ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/units/shields/celt_round_b.xml'</p> <p class="error">ERROR: Could not load mesh 'art/meshes/skeletal/m_pants_tunic.dae'</p> <p class="error">ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/m_pants_tunic.dae failed to load</p> <p class="error">ERROR: Error loading object variation (actor: art/actors/units/celtic/infantry_axeman.xml)</p>
  3. Does anyone have a good actor/icon i can use for Celtic axman for the historical patch im working on with some other players? Right now I'm using Kush champ actor/icon for regular Gaul axe man https://github.com/Emacz2/Historical-rebalance-patch https://github.com/Emacz2/Historical-rebalance-patch/releases
  4. Link says 500 BC to 500 AD I can work with that!
  5. I know it may sound stupid, cause its 0 AD right!? Well seems like there are some civs that were more dominate 3-6 centuries prior to 0AD and some 3-6 centuries after 0AD. So what is the range the game is trying to incoroprate?
  6. OK, but i still dont understand what "reskin" means
  7. Wait so once legionaries were around they didnt use italic swordman? From a game play point of view, wouldnt you want ur champs to stay stronger though? It would be wierd if u ahd some of the heavy swordman and then u researched marian reforms and they turned into a "weaker" unit. Or jsut in battle, if they survived that long. Maybe legionaries need to be stronger? of course then htey would be really OP once u convert all ur regular swords to them. P.S what is CS cavalry units?
  8. I could, but since they are "Heavy swordsman" I actually changed their template a little. Same as secludes heavy swordsman. They do same attack dmg, but i slowed down the attack speed just a little, also slowed down their walk/run speed but added extra armor. After all they are "Heavy" i figured that meant Heavily armored Also I just posted another topic about artwork, maybe you can help me with that
  9. Who would like to share their ideas art work for new units. For example I added Archers to the romans: The normal weapon of Roman archers, both infantry and cavalry units, was the composite bow,[5] although Vegetius recommended training recruits "arcubus ligneis" (with wooden bows), which may have been made in the northern European self bow tradition.[6] It has been suggested that most Roman composite bows may have been asymmetric, with lower limbs shorter than the upper.[7] From wiki... I also read they were looked down upon. So I took the crete merc archer from other civs and added to Rome. I removed the merc tag so it doesnt get the bonus and it can not promote past normal rank. Similarly with Spartan I added the Helot Archer... same image/actor as what i used with rome. However since in sparta the helots were force to figth and not well taken care of, it doesn't have the infantry/soldier tag. So black smith techs dont apply to it, however it does gater 20% faster since its a slave. I was thinking there should be more Axemen in the game. So i did some more digging/reading. Sounds like Egyptians Persians and some celtic tribes used axeman as infantry. Since the only axmen I can think of are Kush Champs Im hoping to find new images/actors to use so its not too confusing. IT does look weird when you see one civs units with another civ! Anyone able to help?
  10. I'm playing my mod, which is built on top of com mod 26.13 with some of the 14 features added. Im just going to go into the file and disable promtion, since it makes no sense at this point
  11. No, not the aura, if you train a champ swordman (Italic heavy infantry) and it reaches 2000 exp (i did it sitting in baracks) they "promote" more like a demotion though, to Legionaries. Unless legionaries have some special ability I dont know about?
  12. these are champs with 200 life and better attack then the Roman Legionaries... Yet the heavy swordman promote (with 2000 exp, took about 25 minutes cooking in barracks) to roman Legionaries. Why would you want to promote them to a weaker unit? Am I missing something?
  13. Ive addressed some of these things in my mod, if anyone is interested. Ive actually decreased everyones capture rate, infantry and cav, champ and regular. Also Champ cavs cost slighly more and take a little more train time so its a little harder to spam them All sorts of other changes too. Similar to com mod, and would like to get more imput for more players!
  14. Thanks @Atrik So some units have slight chance to "block" poison and reduction in duration. Fortress have 100 chance to block fire, while greek civs/stone buildings have anywhere from 50-90% chance to block fire.
  15. Thanks, think I got it to work! So assuming its the same for poison? for example if i want elephant to have less of a chance of being poisoned due to thicker skin, I could maybe put 0.5 BlockChance?
  16. If anyone knows about added "fire resistance" to buildings let me know. It would make sense to me that some buildings burn easier than others! Also I should point out I dont know much about programming or coding. I just edit text fiiles to make my changes. So if you want to see something completely new, I'm not the guy for that.
  17. I am in the process of retweaking things that I think will make the game a little more historically accurate and help each civ be a little more unique. Ive worked on Sparta, Hans, Kush and Maury. I've also retweaked all units: I'm attaching two pdfs for people to look at. For exmaple the game has bow projectile speed faster than xbow. My understanding was xbows shoot a lot faster (and thus are more accurate.) So i changed the projectile speed and spread to hopefully match that. Some other examples. I read that kush archers often dipped their arrows in poison, so i added poison dmg (but decreased pierce dmg.) Mauryas used fire (their champs shoot fire arrows) they also used 6 foot bows, so i gave them more range but slowed down their attack speed a little. Mauray infantry were more of the light variety, so i gave 5% faster run/walk but 1 less of each res. Spartans have four classes: Helots - lowest class, slow health drain, excellent resource gathers, WEAK fighters Perioikoi - strong resource gathers! weak fighters, non citizen, infantry, soldiers (dont get blacksmith techs OR p2/p3 health bonus) Hoplite Perioikoi still get any "spearman" bonus. 25% slower attack rate 50% less armor. Train from camps on outskirts of territory. Neodamodes - strong fighters, and fast builders. Non citizens (they do not get the p2/p3 health bonus) however they do get all forge techs. Citizens - Women and Champion Spartiates Hoplites and Skirmishers. Hardest women in game to kill, Champions best fighters for Sparta I know this may not be as fun for some people. It adds alot of complexity. You will need to understand each civ and realize not all archers are the same. Things like that, but I think it could also add a more diverse game play style. Infantry rushes are a little more viable, especially with Sparta. I also brought back some ideas from older alphas of the game. Like there used to be a health increase in units when you went to p2, and again p3. That is in my patch. Im hoping to get more help from the community, especially active players and those fascinated by history. I'm willing to make changes and add new things if you can back it up with some data (I just use wiki to get my info!) Feel free to respond to this post, send me private messages or whatever works best for you! Thanks 0AD units - Melee.pdf 0AD units - Ranged.pdf
  18. Thanks, While I think Hero dancing is an issue, i do think that some micro/dodging/avoiding is good. Im going to use this spread sheet to mess around with things and hopefully get in game feedback to make changes if necessary. 0AD units - Ranged.pdf
  19. I just do this for fun, so I built a mod on top of com mod 26.13... I just change the txt in those files. Im a nub programmer
×
×
  • Create New...