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LordStark

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Posts posted by LordStark

  1. Sounds really cool.

    I would recommend that you change village/town/city phases to hierachical ranks. Like you go from a Knight in charge of a small manor and then become a Lord and then finally a Duke or something like that. In doing so, I would also recommend you change the name of the Royal Knights to something else.

    I also recommend some kind of upgrade tree for female peasants. In my own mod the lord-player has the option to marry one of the woman and she becomes a Lady. She then offers various benefits (which I am still not fully decided on). One of the options that the Lady provides is the option of recruiting a small number of soldiers that are cheap and do not affect your population cap. The idea being that he father is also a noble Lord from another part of the Kingdom and would send aid on behalf of his daughter.

    Once you have a Lady, you could allow other woman to become her maids - they would presumably begin obtaining some new resource like honour.

    I also think multiple heros is another good option - with some heros offering and economic bonus (bailiff/steward) and others offering a combat bonus (Marshal/Master-at-Arms).

    Knights/Vassals could offer increased population cap to reflect that they have people who have sworn fealty to them. That means if you have a Knight in your service, he will likely have some extra soldiers (population).

    • Like 2
  2. So as an example, I need to edit this:

    Spoiler
    1267 "COMBAT": {
    1268 "APPROACHING": {
    1269 "enter": function() {
    1270 let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
    1271 cmpFormation.SetRearrange(true);
    1272

    cmpFormation.MoveMembersIntoFormation(true, true, "combat");

    this.SetSpeedMultiplier(this.GetRunMultiplier());

    1273  
    1274 if (!this.MoveFormationToTargetAttackRange(this.order.data.target))
    1275 {
    1276 this.FinishOrder();
    1277 return true;
    1278 }
    1279 return false;
    1280 },
    1281  
    1282 "leave": function() {
    1283 this.StopMoving();
    1284 },
    1285  
    1286 "MovementUpdate": function(msg) {
    1287 let target = this.order.data.target;
    1288 let cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI);
    1289 if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember())
    1290 target = cmpTargetUnitAI.GetFormationController();
    1291 let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
    1292 this.CallMemberFunction("Attack", [target, this.order.data.allowCapture, false]);
    1293 if (cmpAttack.CanAttackAsFormation())
    1294 this.SetNextState("COMBAT.ATTACKING");
    1295 else
    1296 this.SetNextState("MEMBER");
    1297 },
    1298 },

    Also, won't this mean that all units will begin running to attack the enemy rather than just my wolf?

    Here is my unit motion in the wolf template file:

    Spoiler

      <UnitMotion>
        <WalkSpeed op="mul">1.5</WalkSpeed>
        <RunMultiplier>2</RunMultiplier>
      </UnitMotion>

     

  3. I can't seem to figure out what determines whether a unit runs or walks.

    Does anyone know how I can get my wolf to run when attacking?

    My actor file:

    Spoiler

    <?xml version="1.0" encoding="utf-8"?>
    <actor version="1">
      <castshadow/>
      <group>
        <variant frequency="100" name="Mesh">
          <mesh>skeletal/wolf.dae</mesh>
          <animations>
            <animation file="quadraped/wolf_walk.dae" name="Walk" speed="75"/>
            <animation file="quadraped/wolf_run.dae" name="Run" speed="10"/>
            <animation file="quadraped/wolf_attack_01.dae" name="attack_melee" speed="165"/>
            <animation file="quadraped/wolf_attack_02.dae" name="attack_melee" speed="165"/>
            <animation file="quadraped/wolf_idle_01.dae" name="Idle" speed="100"/>
            <animation file="quadraped/wolf_idle_02.dae" name="Idle" speed="100"/>
            <animation file="quadraped/wolf_idle_03.dae" name="Idle" speed="100"/>
            <animation file="quadraped/wolf_death_01.dae" name="death" speed="100"/>
            <animation file="quadraped/wolf_death_02.dae" name="death" speed="100"/>
          </animations>
        </variant>
      </group>
      <group>
        <variant frequency="4" name="fur-grey">
          <textures>
            <texture file="skeletal/animal_wolf_grey.png" name="baseTex"/>
          </textures>
        </variant>
      </group>
      <group>
        <variant frequency="100" name="Idle"/>
        <variant name="death">
          <props>
            <prop actor="props/units/blood_01.xml" attachpoint="root"/>
          </props>
        </variant>
      </group>
      <material>default.xml</material>
    </actor>
     

     

  4. My Man-at-Arms have a feature where they can switch to bow and arrow (putting the shield on his back). The problem is that the shield covers part of their quiver as they run (they have a hip quiver).

    The other problem is that their "skirt" partially covers their quiver.

    I would like the shield to sit slightly back from the back so I can equip him with a quiver on his back. Or for him to be able to move without his shield and skirt crossing over the quiver.

  5. I added a name and I now get these errors:

    Spoiler

    ERROR: JavaScript error: globalscripts/Templates.js line 21 simulation/data/civs/legion.json doesn't contain History loadCivFiles@globalscripts/Templates.js:21:11 loadCivData@gui/common/functions_utility.js:37:28 @gui/gamesetup/gamesetup.js:13:30 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10

    ERROR: JavaScript error: gui/gamesetup/gamesetup_DE.js line 31 can't access lexical declaration 'g_CivData' before initialization g_RandomCivGroups<@gui/gamesetup/gamesetup_DE.js:31:7 @gui/gamesetup/gamesetup_DE.js:1:49 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10

    ERROR: JavaScript error: gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicCount.js line 51 can't access lexical declaration 'g_CivData' before initialization @gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicCount.js:51:1 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10

    ERROR: JavaScript error: globalscripts/Templates.js line 21 simulation/data/civs/legion.json doesn't contain History loadCivFiles@globalscripts/Templates.js:21:11 loadCivData@gui/common/functions_utility.js:37:28 init@gui/gamesettings/GameSettings.js:24:13 SetupWindow@gui/gamesetup/SetupWindow.js:29:39 init@gui/gamesetup/gamesetup.js:47:18 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10

    ERROR: GUI page 'page_gamesetup.xml': Failed to call init() function

    Can I end up in legal trouble if I put something on Github that is not freeware? For example I borrow a lot of stuff from Millenium AD and also random textures off the internet (like a picture of Lord Stark from Game of Thrones). As the mod is private I know it is no big deal.

    I am still a little unsure whether Millenium AD can claim copyright on their models even though the 0AD game is freeware.

  6. Thanks, I tried adding the animation and there was some improvement but they still look a bit odd.

    The archer actor file with the highlighted change in green:

    Spoiler

    <?xml version="1.0" encoding="utf-8"?>
    <actor version="1">
      <castshadow/>
      <group>
        <variant frequency="1" name="Base">
          <mesh>skeletal/new/m_tunic_long.dae</mesh>
          <props>
            <prop actor="props/units/heads/new/head_hele_b.xml" attachpoint="head"/>
            <prop actor="props/units/weapons/arrow_back.xml" attachpoint="weapon_R"/>
            <prop actor="props/units/weapons/bow_long_indian.xml" attachpoint="weapon_bow"/>
            <prop actor="props/temp/quiver.xml" attachpoint="back"/>
            <prop actor="props/units/weapons/norse_sword_sheath.xml" attachpoint="sheath_L"/>
            <prop actor="props/units/helmets/byza_archer_helmet_basic_iron.xml" attachpoint="helmet"/>
            <prop actor="props/units/helmets/norse_coif_huscarl_relax.xml" attachpoint="root"/>
          </props>
        </variant>
      </group>
      <group>
        <variant frequency="1" name="Chainmail1a">
          <textures>
            <texture file="skeletal/norse/elite/chainmail1a.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail1b">
          <textures>
            <texture file="skeletal/norse/elite/chainmail1b.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail1c">
          <textures>
            <texture file="skeletal/norse/elite/chainmail1c.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail2a">
          <textures>
            <texture file="skeletal/norse/elite/chainmail2a.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail2b">
          <textures>
            <texture file="skeletal/norse/elite/chainmail2b.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail2c">
          <textures>
            <texture file="skeletal/norse/elite/chainmail2c.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail3a">
          <textures>
            <texture file="skeletal/norse/elite/chainmail3a.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail3b">
          <textures>
            <texture file="skeletal/norse/elite/chainmail3b.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail3c">
          <textures>
            <texture file="skeletal/norse/elite/chainmail3c.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail4a">
          <textures>
            <texture file="skeletal/norse/elite/chainmail4a.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail4b">
          <textures>
            <texture file="skeletal/norse/elite/chainmail4b.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail4c">
          <textures>
            <texture file="skeletal/norse/elite/chainmail4c.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail9a">
          <textures>
            <texture file="skeletal/norse/elite/chainmail9a.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail9b">
          <textures>
            <texture file="skeletal/norse/elite/chainmail9b.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="Chainmail9c">
          <textures>
            <texture file="skeletal/norse/elite/chainmail9c.png" name="baseTex"/>
          </textures>
        </variant>
      </group>
      <group>
            <variant file="biped/base_archer_relax.xml"/>
            <variant file="biped/carry_food.xml"/>
            <variant file="biped/carry_meat.xml"/>
            <variant file="biped/carry_wood.xml"/>
            <variant file="biped/carry_stone.xml"/>
            <variant file="biped/carry_metal.xml"/>
            <variant file="biped/approach_tree.xml"/>
            <variant file="biped/approach_grain.xml"/>
            <variant file="biped/approach_fruit.xml"/>
            <variant file="biped/approach_meat.xml"/>
            <variant file="biped/approach_rock.xml"/>
            <variant file="biped/approach_ore.xml"/>
            <variant file="biped/approach_ruins.xml"/>
            <variant file="biped/approach_praise.xml"/>
        </group>
        <group>
            <variant frequency="1" name="Idle"/>
            <variant file="biped/attack_ranged_archer.xml"/>
            <variant file="biped/attack_capture.xml"/>
            <variant file="biped/attack_slaughter.xml"/>
            <variant file="biped/gather_tree.xml"/>
            <variant file="biped/gather_grain.xml"/>
            <variant file="biped/gather_fruit.xml"/>
            <variant file="biped/gather_meat.xml"/>
            <variant file="biped/gather_rock.xml"/>
            <variant file="biped/gather_ore.xml"/>
            <variant file="biped/gather_ruins.xml"/>
            <variant file="biped/gather_praise.xml"/>
            <variant file="biped/build.xml"/>
            <variant file="biped/build_farm.xml"/>
            <variant file="biped/death_infantry.xml"/>
        </group>
        <material>player_trans.xml</material>
    </actor>
     

    And the art\actors\props\units\helmets\norse_coif_huscarl_relax file with the highlighted changes in green:

    Spoiler

    <?xml version="1.0" encoding="utf-8"?>
    <actor version="1">
      <castshadow/>
      <group>
        <variant frequency="1" name="Coif closed">
          <mesh>props/helmet/byza_coif_full.dae</mesh>
        </variant>
        <variant frequency="1" name="Coif open face">
          <mesh>props/helmet/byza_coif_open_face.dae</mesh>
        </variant>
      </group>
      <group>
        <variant frequency="3" name="coif-padded">
          <textures>
            <texture file="props/helmet/padded2.png" name="baseTex"/>
          </textures>
        </variant>
        <variant frequency="1" name="coif-chainmail">
          <textures>
            <texture file="props/helmet/chainmail.png" name="baseTex"/>
          </textures>
        </variant>
      </group>
      <group>
        <variant file="biped/base_swordsman_2hand_relax.xml"/>
        <variant file="biped/base_archer_relax.xml" name="Archer-Relax" frequency="1"/>
        <variant file="biped/base_archer_ready.xml" name="Archer-Ready" frequency="1"/>

        <variant file="biped/carry_food.xml"/>
        <variant file="biped/carry_meat.xml"/>
        <variant file="biped/carry_wood.xml"/>
        <variant file="biped/carry_stone.xml"/>
        <variant file="biped/carry_metal.xml"/>
      </group>
      <group>
        <variant frequency="1" name="Idle"/>
        <variant file="biped/base_2h_axe_attack.xml" name="combat"/>
        <variant file="biped/attack_capture.xml"/>
        <variant file="biped/attack_slaughter.xml"/>
        <variant file="biped/gather_tree.xml"/>
        <variant file="biped/gather_grain.xml"/>
        <variant file="biped/gather_fruit.xml"/>
        <variant file="biped/gather_meat.xml"/>
        <variant file="biped/gather_rock.xml"/>
        <variant file="biped/gather_ore.xml"/>
        <variant file="biped/gather_ruins.xml"/>
        <variant file="biped/gather_praise.xml"/>
        <variant file="biped/build.xml"/>
        <variant file="biped/build_farm.xml"/>
        <variant file="biped/death_infantry.xml"/>
      </group>
      <material>player_trans.xml</material>
    </actor>

     

    archers helmet looking odd.png

  7. I was wondering if there is a way for me to vary the damage done by wild animals so that when you send one of your units up against them there is a slight risk that you will be killed outright. 

    The idea is that on this map I am making the northern Lord lives in a harsh climate with many dangerous animals. It means that his troops (the ones that survive animal attacks) will have better experience than the southern lords who have an easier time getting food from fruit bushes and higher yield farms.

  8. I' a little nervous about using Github. I am not so good with computers and I don't fully understand what it is and why everyone is using it. But I can put the files here:

    In 0ad_delenda_est_a25\simulation\data\civs:

    Spoiler

    {
        "Code": "legion",
        "Culture":[ "italian", "roman" ],
        "Region":[ "mediterranean", "europe", "italy" ],
        "Music": [
            {
                "File": "Calm_Before_the_Storm.ogg",
                "Type": "peace"
            },
            {
                "File": "Elysian_Fields.ogg",
                "Type": "peace"
            },
            {
                "File": "The_Governor.ogg",
                "Type": "peace"
            }
        ],
        "CivBonuses":
        [
            {
                "Name": "Testudo Formation",
                "History": "The Romans commonly used the Testudo or 'turtle' formation for defense: Legionaries were formed into hollow squares with twelve men on each side, standing so close together that their shields overlapped like fish scales.",
                "Description": "Roman infantry can form a Testudo."
            },
            {
                "Name": "Centurio",
                "History": ".",
                "Description": "Roman Legionary Swordsmen gain an extra 4th rank, that of Centurion, with champion-level stats and abilities."
            }
        ],
        "CivChoices":
        [
            "civ_choices/imp/augustus",
            "civ_choices/imp/titus",
            "civ_choices/imp/trajan",
            "civ_choices/imp/marcus_aurelius",
            "civ_choices/imp/aurelian"
        ],
        "WallSets":
        [
            "structures/imp/wallset_siege",
            "structures/imp/wallset_stone"
        ],
        "StartEntities":
        [
            {
                "Template": "structures/imp/civil_centre"
            },
            {
                "Template": "units/imp/support_citizen",
                "Count": 4
            },
            {
                "Template": "units/imp/infantry_swordsman_b",
                "Count": 2
            },
            {
                "Template": "units/imp/infantry_swordsman_centurion",
                "Count": 1
            },
            {
                "Template": "units/imp/infantry_javelineer_e",
                "Count": 2
            },
            {
                "Template": "units/imp/cavalry_scout"
            }
        ],
        "AINames":
        [
            "Agrippina",
            "Faustina",
            "Lucilla",
            "Tiberius",
            "Claudius",
            "Nero",
            "Galba",
            "Gela",
            "Vespasian",
            "Domitian",
            "Hadrian",
            "Commodus",
            "Decimus Meridias Maximus",
            "Lucius Verus",
            "Septimius Severus",
            "Caracalla",
            "Titus Pullo",
            "Lucius Vorennus",
            "Tacitus",
            "Pliny the Elder",
            "Pliny the Younger",
            "Agricola",
            "Josephus",
            "Pescennius Niger",
            "Cassius Dio",
            "Pertinax"
        ],
        "SkirmishReplacements":
        {
            "skirmish/units/default_hero_1": "units/imp/hero_augustus",
            "skirmish/units/default_hero_2": "units/imp/hero_titus",
            "skirmish/units/default_hero_3": "units/imp/hero_trajan",
            "skirmish/units/default_hero_4": "units/imp/hero_marcus_aurelius",
            "skirmish/units/default_hero_5": "units/imp/hero_aurelian",
            "skirmish/units/default_champion_infantry_1": "units/imp/champion_infantry",
            "skirmish/units/default_champion_infantry_2": "units/imp/champion_infantry",
            "skirmish/units/default_champion_infantry_3": "units/imp/champion_infantry",
            "skirmish/units/default_champion_infantry_4": "",
            "skirmish/units/default_champion_cavalry_1": "units/imp/champion_cavalry",
            "skirmish/units/default_champion_cavalry_2": "units/imp/champion_cavalry",
            "skirmish/units/default_infantry_ranged_b": "units/imp/infantry_javelineer_e",
            "skirmish/units/default_infantry_melee_b": "units/imp/infantry_swordsman_b",
            "skirmish/units/special_starting_unit": "units/imp/infantry_swordsman_centurion",
            "skirmish/structures/default_house_10" : "structures/{civ}/house",
            "skirmish/structures/special_starting_structure": "structures/imp/temple_vesta",
            "skirmish/structures/default_defense_tower": "structures/{civ}/defense_tower"
        },
        "SelectableInGameSetup": true
    }
     

    In 0ad_delenda_est_a25\simulation\templates\special\player:

    Spoiler

    <?xml version="1.0" encoding="utf-8"?>
    <Entity parent="template_player">
      <Auras datatype="tokens">
        teambonuses/rome_player_teambonus
      </Auras>
      <Identity>
        <Civ>legion</Civ>
        <GenericName>The 13th Legion</GenericName>
        <History>The Imperial, or Principate, Romans have a strong army, divided between Legions and Auxiliaries. They have a large technology tree and their wonder, the Flavian Aphitheater, aka The Colosseum, grants a large territory bonus while in the Empire phase. They have access to the Army Camp and Siege Walls, which can be built in enemy territory. They also receive a free Temple of Vesta at the start of a match, which increases capture resistance of nearby buildings, and the Triumphal Arch, which boosts their soldiers. Lastly, their navy is weak, but their siege weapons are very strong.</History>
        <Icon>emblems/emblem_principates.png</Icon>
      </Identity>
      <Player>
        <Formations datatype="tokens">
          special/formations/testudo
        </Formations>
      </Player>
    </Entity>

    In 0ad_delenda_est_a25\simulation\templates\structures\legion\civil_centre:

    Spoiler

    <?xml version="1.0" encoding="utf-8"?>
    <Entity parent="template_structure_civic_civil_centre">
      <Auras datatype="tokens">
        teambonuses/imp_player_teambonus
      </Auras>
      <Footprint>
        <Square width="40.0" depth="40.0"/>
        <Height>8.0</Height>
      </Footprint>
      <Health>
        <SpawnEntityOnDeath>decay|rubble/rubble_rome_cc</SpawnEntityOnDeath>
      </Health>
      <Identity>
        <Civ>legion</Civ>
        <SpecificName>Basilica</SpecificName>
      </Identity>
      <Obstruction>
        <Static width="37.0" depth="37.0"/>
      </Obstruction>
      <Researcher>
        <Technologies datatype="tokens">
          romans_imperial/pair_city_cohorts
          health_units_01
          health_units_02
          health_units_03
          health_units_04
          health_units_05
          health_units_06
          pair_structures_01
          pair_structures_02
          pair_structures_03
          pair_structures_04
          romans/health_structures_concrete
          successors/health_heroes
        </Technologies>
      </Researcher>
      <Trainer>
        <Entities datatype="tokens">
          units/{civ}/infantry_swordsman_urban
        </Entities>
      </Trainer>
      <Upgrade disable=""/>
      <VisualActor>
        <Actor>structures/romans_imperial/civic_centre.xml</Actor>
        <FoundationActor>structures/fndn_9x9.xml</FoundationActor>
      </VisualActor>
    </Entity>

    And here is the error report:

    Spoiler

    ERROR: JavaScript error: globalscripts/Templates.js line 21 simulation/data/civs/legion.json doesn't contain Name loadCivFiles@globalscripts/Templates.js:21:11 loadCivData@gui/common/functions_utility.js:37:28 @gui/gamesetup/gamesetup.js:13:30 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10

    ERROR: JavaScript error: gui/gamesetup/gamesetup_DE.js line 31 can't access lexical declaration 'g_CivData' before initialization g_RandomCivGroups<@gui/gamesetup/gamesetup_DE.js:31:7 @gui/gamesetup/gamesetup_DE.js:1:49 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10

    ERROR: JavaScript error: gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicCount.js line 51 can't access lexical declaration 'g_CivData' before initialization @gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicCount.js:51:1 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10

    ERROR: JavaScript error: globalscripts/Templates.js line 21 simulation/data/civs/legion.json doesn't contain Name loadCivFiles@globalscripts/Templates.js:21:11 loadCivData@gui/common/functions_utility.js:37:28 init@gui/gamesettings/GameSettings.js:24:13 SetupWindow@gui/gamesetup/SetupWindow.js:29:39 init@gui/gamesetup/gamesetup.js:47:18 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10

    ERROR: GUI page 'page_gamesetup.xml': Failed to call init() function

    Engine exited successfully on 2022-07-01 at 23:19:30 with 469 message(s), 5 error(s) and 0 warning(s).

     

  9. I want to make a feature where soldiers can appear or disappear in a cloud of smoke.

    It seems like making them appear is going to be the hardest thing to do so for now I want wondering, is there a way for a unit to create a large cloud of smoke when it and to disappear?

    The plan is to have a small group of horsemen be released from a castle sally port to attack a nearby Army but for them to disappear in a cloud of smoke after a certain amount of time. Alternatively, if it is not possible to make them disappear after a certain amount of time, I would like to be able to "upgrade" them into a cloud of smoke... 

  10. I am trying to create a soldier who can be upgraded to have a loyal wolf. I thought I would be able to basically just copy the trader and replace the horse with a wolf and the trader unit with a fighting soldier but for some reason the wolf does not appear next to the soldier and I cannot find what line of code would assign the wolf to the soldier.

    Alternatively, is there a way to make a wolf that will automatically guard <class>hero</class>?

    I know that I could easily make a unit called "wolf" and then assign it to guard my hero but I don't want it to be an option where I can choose to have the wolf guard someone else or to go off and fight by it self. I plan on making the wolf a pretty effective fighter but with the restriction that in order to use it, you must put your hero in harms way.

  11. I am trying to make a new faction called the 13th Legion. I am using Delenda Est.

    I copied the imp file in "civ" and renamed it "legion" and changed the code to "legion"

    I then copied the imp file in special/players and renamed it "legion". I then opened it and changed the <civ> to <civ>legion</civ>

    I also changed the GenericName to "The 13th Legion"

    I then copied the imp civil centre and pasted it a "legion" template folder. I opened the file and changed civ to "legion".

    I still can't find my new faction in the drop down list when I start the game.

    Any assistance would be appreciated.

  12. Hi team,

    I am pretty excited, I have learned a lot of skills recently - 3D modelling skills continue to develop and I have been able to put my own custom portraits ingame (which is a big deal for me). I now start the game with a read made castle that uses the walls you see here:

    screenshot0148.png

    What I would like to do is start the game off with wooden palisade and then allow the player to upgrade each wall segment to stone. The problem is that the stone wall models are not the same size as the palisade models. That means that a perfectly shaped wooden fort is going to look odd when it gets upgraded to stone. Is there anyway easy way for me to make the wooden walls exactly equal in length to the stone walls? That way I know that if the wooden fort looks perfect ingame that it will also look perfect ingame when it is upgraded to stone...

    • Like 1
  13. Just wondering if any major new gameplay features have been planned? For example, units having multiple weapons (pilum and sword for roman legionaries) or buildings being able to spawn other buildings etc etc

    My favourite faction (Romans) is already ingame and I would never play as any other side so for me all future excitement is generated around modability and gameplay changes/enhancements.

  14. 12 hours ago, Stan&#x60; said:

    So... a king of the hill game mode ?

    Not quite. It would not be a victory condition. It would simply create situations while playing the game where two Armies could face off against each other. The first player would assemble his troops knowing in advance that he will be confronted (rather than the enemy simply going around him). So he has time to get them into a formation.

    There are no buildings and no capuring of flags - this is the total opposite of what I am proposing as the players soldiers would all encircle the flag. The player simply assembles his troops in a random location on the map and keeps them there for five minutes to earn some kind of significant reward. When he assembles his troops, other players are informed and the part of the map becomes visible to everyone.

    There could even be some additional features where soldiers behave differently on the "battlefield" - more likely to stay in formation etc etc

    • Like 1
  15. 29 minutes ago, Grapjas said:
    1 hour ago, LordStark said:

    2. Why is it that sometimes when I add something like a cape to a unit it does not sit correctly? 

    You need to add animations to the capes aswell IIRC. 

    Does anyone have any further advice on this? I am really eager to give <prop actor="props/units/helmets/norse_coif_huscarl_relax.xml" attachpoint="root"/>  to my archers but I am not sure how I would add the animations.

  16. It is always cool to see large armies go head to head in a battle, but I find this rarely happens - usually the enemy is attacking you or you are attacking them and the battle is more like a chaotic melee.

    Battlepoint Mode

    One possibility is if there was certain "Battle Points" on the map that a player/AI can occupy with troops for a certain benefit (taxes?) the larger the Army at the location, the greater the benefit. When troops are occupying a battle point all players are alerted and can choose to assemble their Army and go to the Battlepoint (or the enemy base). From there, the first Armies incentive is to remain at the battlepoint for as long as possible to continue obtain benefits (perhaps the benefits can increase as time goes by). The attacking Army will obviously want to destroy the defenders or at least force them to retreat.

    Battlepoint availability could be temporary events where you can only get the benefits for a certain length of time.

    It would be awesome to assemble a large Roman Legion to face off against an expected attack and tell the soldiers to hold their ground. 

    I am aware that some players want battalions, perhaps this could also be a situation where battalions are allows in order to help a player organise their forces on the battlefield.

    • Like 1
  17. I am getting pretty good at editing the actor files but still have a few questions:

    1. Is there a list of all the possible attach points somewhere?

    Spoiler

    helmet

    head

    shield_arm

    weapon_R

    sheath_L

    root

    back

    2. Why is it that sometimes when I add something like a cape to a unit it does not sit correctly? For example, I have had problems with these two on a regular basis:

    Spoiler

            <prop actor="props/units/helmets/norse_coif_huscarl_relax.xml" attachpoint="root"/> 

            <prop actor="props/units/capes/cape_long_player.xml" attachpoint="root"/>

    Whenever I try and add a cape to my soldiers it seems to sit oddly to the side. If I try and add the norse_coif_huscarl_relax to my archers it appears above their heads.

    3. What does this information tell me:

    Spoiler

        <group>
            <variant frequency="1" name="Idle"/>
            <variant file="biped/rider/promotion_shield.xml" />
            <variant file="biped/rider/attack_slaughter_shield_hele.xml"/>
            <variant file="biped/gather_meat.xml"/>
            <variant file="biped/rider/death_shield.xml"/>
        </group>

    My interpretation is that it is telling the rider to:

    A. Use a certain animation called "attack_slaughter_shield_hele" when it kills a deer/chicken/wolf etc etc

    B. Use a specific animation called "gather_meat" when gathering meat from the animal the rider killed.

    But I don't understand what the "promotion_shield and death_shield mean. I am also unclear on the relevance of "<variant frequency="1" name="Idle"/>"

    4. With this:

    Spoiler

      <group>
            <variant file="biped/rider/cavalry/base_spearman_relax_shield_01.xml" name="Spearman-Relax-Shield-01" frequency="1"/>
            <variant file="biped/rider/carry_meat.xml"/>
        </group>

    I believe this is telling the ride to hold his shield in a position called "base_spearman_relax_shield_01" which must be by his side I assume. But how do I know what other possible options there could be? For example, is there a "base_spearman_relax_shield_2" and if so, is there a way I can know what it looks like without starting a game every time I try?

  18. Hi team, 

    I took the polish civil centre of BigTigers 13th century mod and removed part of the model in blender so it just looks like a tower. I then saved it as "lordstower" and made an actor file for it. 

    When I went to view it in the Scenario Editor it came up with an error =  "failed requirement: Mesh is made of triangles"

    I followed the tutorial here with a few adjustments: Basic3DImplementation – Wildfire Games

    Adjustments:

    1. I saved lordstower.dae in art\meshes\structural

    2. I did not texture/UV Wrap the model because the original create has already textured the model. I already have all the files/textures for the original model in place because I am using the town centre model in my mod.

    3. I copied the actor file for the polish civil centre instead of the world_crate_test actor file because I expected the polish civil centre actor file to already been complete (it is working for my town centre already.

    For context, my overall aim is for the game to start with the tower only and then have the player upgrade to the full civil centre model. 

    scenario errors.png

  19. You misunderstood my questions. I do not want to use the Iber fortress because it is not perfectly square so I am trying to manually create my own perfectly square fort on the maps that I regularly play on.

    When manually creating the fort, it is hard to make the walls in to a perfect square with each side perfectly straight and perfectly alligned. So I was wondering if there was any tricks/tips out there for how to get it perfect. The Hyrule mod has what appears to be perfect circles (which would be good for my palisade villages) and the Bigtiger mod had perfect walls. Have a look at this:

    screenshot0148.png

    It all seems perfectly aligned... 

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