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LordStark

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Everything posted by LordStark

  1. I want to make sure that when I upgrade an elite unit to a new kind of unit they are not going backwards in terms of attack/health etc etc So what template controls what is happening as units gain veterancy?
  2. That's exciting - especially the train units option. Are you able to give me a few points on where to look to figure out the best way to implement the train unit ability? I can't think of any unit that has something similar - in the sense that you need to select the Master at Arms and click on the "Train soldiers" ability and then have a small circle appear that you would click in an area where soldiers are and they would get some additional experience. In terms of the additional AI, I only really play 1v1 so it leaves plenty of room for a fief.
  3. Hi everyone. I followed this guide here: https://trac.wildfiregames.com/wiki/Basic3DImplementation I can see my new box in the scenario editor but I can't seem to change the model of sentry towers to the box shape: However, it does not seem to work. Ultimately what I am trying to do is create a new kind of wall that you build in small (and very expensive) sections. So I would be using the auto connect feature to build these boxes side by side. Any advice?
  4. Hi everyone. My mod focuses a lot on individual units. I want to have a Lord, Marshal, Steward, Bailiff, Lady, Master at Arms, Captain etc etc But to do that, I need to find ways to make them all unique. I would like to try and create the following abilities: 1. Train units - The Master at Arms could give a group of units some experience. This would be a rechargable power that can only be used every 5 minutes. I suspect this is not possible with the game. 2. Marshal the Army - The Marshal would summon 30 additional units to a spot - preferably with aa timer before the units leave the map, die, or vanish on the spot. I suspect this is not possible with the game. 3. Grant Fief - The Lord would have an ability to convert one of his units into an very easy AI Ally who would then start playing the game as a separate easy AI side. 4. I have no idea what the Lady would do. Do any of these ideas seem possible or has any one come up with other kinds of abilities?
  5. Hi there, I was trying to set up my Man at Arms unit to be skills with sword, javelin, and spear. The idea was to have the Man at Arms switch between weapons via upgrades - effectively the switch for a Man at Arms holding a sword was actually an upgrade to a javelin/spear unit who could in turn be upgraded back to the sword unit. This actually creates problems because the game not longer recognises the soldiers as all of one type and once you select a couple of units holding different weapons you can no longer switch them all at once - the game thinks you a have a mix of different units. Is there another way to do it? Even if it is only switching between sword and spear i'd be happy.
  6. When I upgrade my citizen soldiers to Men at Arms I would like to remove their ability to build things - how do I do this?
  7. I have done that now and it works. Thank you very much. Absolutely loving my new "Appoint to Master at Arms position" and "Dismiss Master at Arms" feature.
  8. I made a new aura by copying the norse_hero_ivar_the_boneless.json file in data/aura/units/heroes folder of the millennium mod. I called the new file "master_at_arms_aggression" with the follow code: I was expecting the "add:100" to create super soldiers for testing purposes but I did not notice any difference with the soldiers who were in range of the aura. I gave the aura ability to my Master at Arms unit using the following code: Any ideas what the problem is?
  9. So I ended up extracting the public zip file (into the same folder as the zip file). So I ended up with public.zip and public (normal folder). I then went into the public folder and found the code you referred to and deleted the green highlighted parts: But nothing happened in game.... I then tried removing the public.zip file but that caused technical issues. What am I doing wrong here?
  10. When you say "it will break all the translations of your mod" do you mean that if my mod had upgrades elsewhere (it doesn't) that they would simply not say "upgrade"? If that is the only issue I would be more than happy to change it. Where would I find that file to mod? Also, do I just change it to: " if (data.item.tooltip) tooltips.push(sprintf(translate("%(primaryName)s %(tooltip)s"), { "primaryName": primaryName, "secondaryName": secondaryName, "tooltip": translate(data.item.tooltip) }));" And this would have the ingame effect of: "Master at Arm - Appoint this unit as the Master at Arms" That seems super easy...
  11. Thanks Stan, any advice on changing the words of the upgrade so it does not say "Upgrade to Appoint Man-at-Arms"?
  12. Hi team, Just wanted to say thank you to everyone who has helped me so far. There are limits on the number of posts that can be made so I am not able to reply to everyone who helps and thank them personally - but I do very much appreciate all the advice. On to my question, I am modding the millenium mod and I wanted to make my anglo-saxon units upgradable to a unit ("Master at Arms")that looks like the norse huscarl - the only problem is, the huscarl carries and axe over his soldier rather than a sword or a spear. Is there anyway for me to change this? Also, is there away to change the wording of so that instead of it saying "Upgrade to Master at Arms" it says "Appoint to Master at Arms"?
  13. Hi team, I've run in to a few problems. I was reading the guide here: https://trac.wildfiregames.com/wiki/Modding_Guide But then it says: So it is unclear whether I should create my mod in binaries or in the my games folder. I thought I had figured out the answer to this because I was able to use the millenium mod by putting it in the documents\my games\0ad\mods\ folder. However, when I tried to edit the mod to change the cost of the support_female-citizen of the anglo-saxon side, the female citizen vanished from the game. The code I used was: I'm not sure if the issue is to do with me needing to have the <cost> and </cost> in a very specific position - does the position of the words matter? I mean I notice in some of the code it is written like this: Example words 1 Example words to the right Does it matter if I write it like this: Example words 1 Example words to the right If the position of the words matter, can someone tell me how to format them correctly in visual basic (which I know nothing about - it is just some folders opened up in visual basic). I tried pressing tab but the words don't allign. What is the purpose of "Binaries"?
  14. Unfortunately the game is not working for me (I posted for help already) so I am not able to see what the units look like ingame up close - I have seen a few Youtube videos but none that show close ups of the soldiers. Once I get the game I want to immediately try and do a simple mod (I am not particularly skilled with modding in general). I am hoping to make a more medival/castle like side for the game. I have no doubt that there are not units ingame that look like Knights. That's a shame but I will just have to accept that I will not have Knights in my game - but are there other unit models that could be treated as a Longbowman or a Man At Arms? Perhaps a better way of asking my questions might be to look at it another way - clearly a Roman legionary will look out of place in a Medieval English/French castle. So would a Greek Hoplite. Ultimately I want to make two mini sides - House Stark and House Bolton. Luckily I am not a hardcore fan of Game of Thrones so I don't mind if the soldiers don't look like authentic Stark/Bolton soldiers... because I don't really know what they are supposed to look like anyway. However, I do know that they are not supposed to look like Roman Legionaries or Greek Hoplites... Any of the sides have anything that looks "castle-like"?
  15. Hi there, The game is not working for me which means I have not actually had a chance to play it. However, I see that it is designed to be very moddable. I'm wondering if it that means that if you already have quite a lot of skill in game development the game offers a lot of scope to make changes or if it means that anyone with limited skill can make their own changes. I used to mod Generals Zero Hour which was quite an easy game to mod so I'm hoping this will be similar. The changes I want to make: 1. Increase build cost of units. 2. Increase build time of units. 3. Develop Personalities for individual soldiers: 3a. For my mod I want it to be possible to select a soldier and choose to designate that soldier as a "Master at Arms" or "Marshal of the Army" or "Captain of the Guard" etc etc. Effectively this would be an upgrade which you might want to give to a very experienced soldier. Each upgrade would lock out the other upgrades. You could then choose additional upgrades to make the unit better at some things while locking out upgrades that would have improved them in other ways. Effectively I want to end up with the option of designating the following units: 1. Lord - Don't know. 2. Warden - Admin type upgrades. 3. Marshal - Command type upgrades. 4. Bailiff - Economic type upgrades. 5. Captain - Combat type upgrades. Will any of this be possible for someone who does not have a computing degree?
  16. Hi everyone, Game looks very cool and I was excited to play but it seems I have an error that stops me playing. Please see the attachments. crashlog.txt crashlog.dmp
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