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LordStark

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Everything posted by LordStark

  1. Hi there, I am wanting to make a kind of castle like the Iberian walls you get at the start of the game. I was wondering if there are any tips on making walls perfectly align with each other and then to have them exactly 90 degrees from each corner? Also, I see in the Hyrule mod that they have circular bases and I was wondering if it is possible to make palisade walls circular - there circular walls seems to be perfect circles so it seems likely that they found some other way to do this other than just using their eye site to roughly align each segment of wall...
  2. No worries, is there any change you could upload the walls/gate/towers that you see in this picture? Everything about this castle is perfect for that I want to make.
  3. Thanks for your reply, I edited the anglo.json file. However, it did not work: The green words are the only change I made (after copy and pasting the lines fromthe Iber.json file.
  4. Can I get some advice regarding implementing this feature? If I understand this correctly, I need to open up the scenario editor and then load every map in the entire game one-by-one and build a wall/fortress around every single starting location. So that means for an 8 player map, I would need to do 8 fortresses and then save the map and open up the next one. For the wall, I would need to make a new wall called "special_anglo_wall" by simply copying and pasting the wall files for the Anglo side of Millennium AD and insert the line <SkirmishReplacer/> in each file. Is that correct?
  5. Hi guys, I found the Kite Shields. My Knights are looking awesome. I just found the thread on BigTigers mod as well, his starting castles looked awesome! Surely the mod can be made publically available.
  6. So, did someone put the mod files up in some Repository somewhere? This mod looks amazing. Is @Bigtiger back?
  7. Thanks for your response, my code contains the: <Upgrade replace=""> line. I edited my previous message to highlight where it appears in each section. Just an FYI, I tried your <SpearSwitchA disable = ""/> first and it did not work - although I will retry it again as I am not sure I put the / in it. EDIT: Problem resolved. I discovered a line of code that should not have been there " </SpearSwitchE replace="SpearSwitch">"
  8. I've tried several ways but they are not working. Is it supposed to look like this:
  9. My Man-at-Arms unit has a "Switch to Bow" toggle upgrade. I made a basic, advanced, and elite version of it to ensure the units stats do not change when an elite Man-at-Arms is switching to the bow. The problem is that now my elite Man-at-Arms has three "Switch to Bow" options - the basic, advanced, and his elite version. I tried to correct it doing this but it did not work: Also, I was wondering if there was a way to ensure that the Man-at-Arms keeps his actor model when switching to bow? At the moment he converts into the archer model entirely where as I simply want him to put his shield and spear away and pull out a bow. I assume I can make a new actor file that uses the same appearance as the Man-at-Arms but equiped with a bow but even then it will use model variation...
  10. Hi everyone, I would like to make a Knight that has a Kite shield for my personal mod. For the Knight I was using a chain mail clad spearman from the Millennium AD mod. The only problem is that the spearman has a round shield and I need the shield to look more like a Kite to differentiate between my Knights and scout cavalry. Does anyone know of a unit within 0AD or a unit in some other mod that would have a Kite shield that I could then give to my spearman to make them look more like a Knight? Example: Actually, please let me know if you know of any mods or vanilla units/structures that have a more medieval type look to them that are already ingame. I am familiar with the Pony mod which has medieval type castle assets. I have also recently discovered that the Scyth faction in 0AD DE has a medieval type keep ingame. Most of the stuff I am working with for units has come from the Norse faction of the Millennium AD mod which I use to create all my chain mail type units with. For structures I have used the castles from the Pony mod. I am not aware of any other mods out there with more medieval type features. Actually, it would be cool if there were Crusader type assets out there as well...
  11. A bit of a problem with my Men-at-Arms. When they are within the walls of my village/castle they are completely useless as they do not have ranged weapons. I would like to make it so that the castle keep has a small aura that automatically causes them to equip a bow instead. I have found using upgrades to equip the bow to be quite message as the unit stops what it was doing and also changes appearance (due to variations).
  12. I would like the female citizens and citizen soldiers to gain experience simply by doing a particular kind of work (chopping down trees, mining, building). Any ideas how to do this? Even better would be if certain upgrades could be unlocked based on the tasks the citizen had been doing. As an example, if they do a lot of chopping down of trees they could have the option of being appointed (upgraded) to a "Lumberjack". Everyone in my mod can be upgraded from a normal citizen once they reach elite status. The can follow the nobleman path upgrade, the retinue path upgrade, or the peasant upgrade path. For the female villagers I want there to be a "Lady" path upgrade. The problem is that the female citizens will never get the chance to have a choice because it is very difficult to gain them experience.
  13. Hi everyone, I have been able to successfully limit the number if certain types of buildings that a player can build in game. The only problem is that once the enemy gets to the city phase the limits are removed... Deleting limit removers causes problems with the game. So does just deleting the "City Phase" part of it. Any one have any ideas? EDIT: Fixed - don't know how.
  14. Hi everyone, I have a lot of hero type units in my mod who get auras with longer range as they gain experience - but it seems as though they are keeping the original aura as well so you get three circles around a elite unit. How do I remove the aura from unit_b when he becomes unit_a and then how do I remove the aura from unit_a when he becomes unit_e?
  15. So as some of you know my mod is focused around a Lord - Lord Player who can appoint vassal Lords and primarily has to resist Norse invaders - before eventually crossing the seas with an Army to put them all to the sword. But I always wanted the "King" and the Royal Army to be present in the game as well. It also occurred to me it would be cool to have local monasteries that are outside of your control. What I could do is change some of the factions that are already in game to "The King" and "The Church". But I don't really want them to be an option, I would like them to be present in every single game (I guess the player would only be able to choose 4 player maps). Is there a way to do this? To make it so that the player does not even get a choice on adding "The King" and "The Church". The King and Church would start out as your allies but eventually I want you to come in to conflict with one of them. From the players perspective, they would choose a four player map and be permitted to select a side (either Lord Player of House Player or "Norse") and then set the opponent as the other side. They would then begin the game on a map that automatically had the King and Church included.
  16. Defecting to Gaia sounds fine... but if not, this would primarily be for modders (although maybe I am the only modder). At the moment the way I play my mod there are only ever two players anyway - Lord Player and the Norse. Lord Player essentially needs to grow has Army to the point that he can cross the water and crush the Norse on their home turf. The diplomacy side of things would have shown up with a Lord betraying you while you are over fighting the Norse or perhaps betraying you immediately before you attack the Norse. To be honest, if I had the choice, I would make the mod one player only. Every map would have the Norse as a sort of Gaia faction that raided you while you try and build up your society.
  17. Hi team, I would like to request a new feature in the game - even if it is only used by modders. The feature would allow for your very own units to become disgruntled and turn on you. I would like to see a new class type "Leader" who gives the player various benefits but who is also at risk of betraying you and taking his soldiers with him - effectively becoming a new AI player (but with various limitations). To help illustrate how it would work, I will explain how I would implement it in my mod: You start the game with a Lord who represents you (the player) in game. The Lord offers a population cap (e.g. 30), rather than buildings. Houses are the only structure that can boost the population cap (by 2) but the Lord Player can only build 5 max. The Lord has the ability to grant Lordships (upgrade) to experienced Men at Arms. Making them your vassals. The vassal Lords further increase your population cap (eg by 20). The Lord Player is the only unit in game that can build a castle. The vassal Lord is able to build a manor that is at least 100 meters away from the Lords castle or any other manors. The vassal Lord can then build an additional 3 houses around his Manor (increasing population cap by 6). There are also limits on farms and so having vassal Lords allows them to build more farms on their manor for your overall benefit. What I would like to happen is that each vassal Lord could have a random personality. If you lose a lot of soldiers in a short amount of time, a vassal Lord might begin to think he could overthrow you and attack. Alternatively, if you play too defensively, another Lord might think you are a coward for not being aggressive enough and end up turning on you. There might also be a situation where the vassal Lord does not attack you, but him and the soldiers that were created via his manor house stop obeying your orders, or you begin receiving less resources from their gathering. The idea (in my mod) would be that having vassal Lords increases your population cap and farming ability while also increasing the speed in which you can raise an army (you can train soldiers via the manor and via your own barracks - which would also be limited to 1 in the game). If you have two vassal Lords plus your own barracks, you can train soldiers from three buildings rather than one. The downside to having vassal Lords is you risk your vassals turning against you with all the soldiers that you trained via their manor house. Outcomes for treacherous Lords: 1. They attack you. 2. They don't attack you but they also refuse to obey your orders. 3. Gather rates from units built at the manor house decrease by 25%, 50%, 75% (simulating the vassal lord not passing on the resources to you). 4. They actively help your enemy. 5. A combination. Loyalty variables: 1. Soldiers/villages that were built via a manor house are killed at a much higher rate than those built via the Lord Players barracks/castle or other manor houses. 2. Too much defensive play. 3. To much aggressive play. 4. Building a manor house close to enemy territory. 5. Your overall strategy/policies - a feature where you could choose a "defensive/aggressive/economic" strategy where the health of your units is increased by 10% or their attack is increased by 10% or villager gather rate is increased by 10%. Different vassal Lords will react differently to different strategies of the player. I imagine this being a feature where you can adopt specific policies for how villagers and soldiers are treated (each policy with its pros and cons) as well as different policies regarding military strategy. You can choose to be a "Just" Lord Player who focuses on "defense" and making decisions "Collaboratively". Each of those three policies (Just, Defence, Collaboration) would effect the vassal Lords relationship with you. Alternatively, you could be a "vengeful", "aggressive" Lord Player who "Dictates" decisions. Of course for the actual 0AD game, I imagine the player could appoint Governors/Consuls/Generals etc etc. And of course the advanced diplomacy could be a feature the player choses to turn on/off at the beginning of the game.
  18. The number of heros was limited. I fixed the problem by adding a training restriction to the Vassal_b unit template:
  19. Yes, good point. I would only want certain units to be potentially traitors. Perhaps it could be a option that we can mod into the units ourselves. I would have my Lords and Mercenaries as potential traitors but the Men at Arms of my retinue are 100% loyal. Also, it would be good if there was some way that a group of units could betray you together. As an example, if it were a feature in my mod, one of my Lords might have an aura that can be used to convert nearby citizen soldiers ((but not the main Lord's (the player) Men at Arms) to him which he stitches sides.
  20. Wow, this is incredible. Glad I came across it. Will you release another update? If so, it would be cool if the units with super low morale could switch sides. It would be great for my mod where I could implement a morale system for my Lords who could lose morale and turn against me if I don't keep them happy.
  21. I put the file in millenniumad-master\simulation\templates\special\player I just limited the number of towers and that worked. Just not for units for some reason.
  22. I tried: <Classes datatype="tokens">Lord</Classes> But it didn't work. As I am modding MilleniumAD, is there anyway I can check to ensure the Anglo saxon side is accessing the normal player file rather than something else? They only have a player_norse file - which I also edited to include lord and noble. If I recall correctly I have previously tried limiting the number of buildings in the player file and it did not work so I suspect the problem might be in the player file being in the wrong place or the wrong file...
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