
Adriano0ad
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Everything posted by Adriano0ad
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I'm trying to make animals give 3 resources, meat, leather and bone. However, it's giving an error. Can someone help me how I can solve this problem or if there's any way to do this? If it's not possible to collect the 3 resources from the same animal, can I make it choose a resource at random to drop? For example, I kill a wolf and it drops meat and the other wolf drops bone.
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"Hello everyone! I'm here to share more news about the WorldRising Mod! Technologies: I've developed several new technologies that unlock amazing units and buildings, as well as unique bonuses and tributes for characters and buildings. Textures: I've significantly improved the textures of the units, redoing their skin, faces, and clothing to make them more realistic. Additionally, I've created a wide variety of clothing and heads to increase diversity. Camera: You can now zoom in and out more, allowing you to appreciate the details and get a wider view of your settlement. Map Creation: I'm working on a map of the Japan region, focusing on the Jomon culture. The first era (Chipped Stone) is almost ready, with just a few final adjustments to be made. The second era (Polished Stone) is already in full swing, with many technological innovations, structures, and units being implemented. New Resources: I'm about to create the first resources, including faith, bone, leather, water, and clay. I plan to start developing these features this week! Stay tuned for more updates and news!
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unlock construction through technologies
Adriano0ad replied to Adriano0ad's topic in Game Modification
I managed to solve the problem, it seems that the problem was occurring because civilization begins without a civic center and in technology it had to have the first phase and this was generating conflict, after I removed this it worked -
Guys, I'm creating a technology whose objective is to unlock a field, but it gives an error. I need help. Here are the scripts. tec: { "genericName": "Agricultura Rudimentar", "specificName": { "english": "Agricultura Básica", "portuguese": "Agricultura Rudimentar" }, "description": "Permite o cultivo de grãos básicos, desbloqueando a construção de campos agrícolas.", "icon": "grain.png", "researchTime": 100, "cost": { "wood": 100 }, "requisitos": { "todos": [ { "class": "Vila", "número": 1 } ] }, "efeitos": [ { "tipo": "entidade de desbloqueio", "entidade": "estruturas/jomon/field_grain" } ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } field: <?xml version="1.0" encoding="utf-8"?> <Entidade pai="campo_de_recurso_de_estrutura_de_modelo"> <Identidade> <Civ>jomon</Civ> <NomeEspecífico>Tián</NomeEspecífico> </Identidade> <Requisitos> <Tecnologias datatype="tokens">agricultura_rudimentar</Tecnologias> </Requisitos> <VisualActor> <Actor>estruturas/plot_field_chin.xml</Actor> </VisualActor> </Entidade>
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"Hello, friends! I apologize for the delay, but this week was very busy and I couldn't make much progress on the project. However, I did manage to bring some news! I implemented two new buildings: the oven and the weaving workshop. In addition, I created another house variation, totaling 15 different options that can vary according to construction. The oven will be used to develop ceramic and clay technologies, improving buildings. The weaving workshop will have technologies that will improve units, such as protection, creation of primitive weapons made of stone and bone, and more resistant clothing. I also added music to the project! I completed all the buildings of the Flintstone Age and now I will focus on the units, improving textures, clothing, armor, and creating new units. One of the main goals is to create a nomadic leader who will be the first representative of the group on the journey. Leave your impressions here and share with your friends! I'm open to suggestions and ideas! See you next week!"
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Obrigado Lopes, semana que vem trago mais novidades e espero até julho lançar uma demo pra vocês testarem.
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It is not yet available for download. There is still a lot to be done so that people can enjoy the game and have fun...
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"Good afternoon everyone! I'm here to share the latest news about my mod, World Rising! - *Technologies and Buildings*: I'm working on implementing technologies in buildings and creating new upgrades for houses and fireplaces. Houses now reach level 4 and fireplaces up to level 3, each bringing new technologies, buildings, and units. - *Custom Icons*: Each unit, building, and technology will have its own unique icon. - *Gameplay Adjustments*: I'm revamping the status of units and buildings to make the game more realistic. Construction and learning times will be longer in primitive eras and decrease as civilization evolves. - *Sneak Peek*: I'm sharing some images of what's been implemented so far. Hope you like it! - *Comment and Give Feedback*: Please leave your comments and questions. Your opinion is important to me!"
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"Thank you everyone! I'm super excited to share some amazing updates! Stay tuned, next week brings a ton of new stuff! I'll be posting everything here, so don't miss out!"
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"Thanks so much for the support! I'll keep you updated on the project, so I'll be posting new updates here every week. Stay tuned for the latest info and get up to speed on everything!"
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Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.
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I'm trying to adjust a texture on a face but it's really hard to get it right in Blender. Could you help me?
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Yes it works, it copies a mesh of a house to get the dimensions and made a house on top. I made a primitive axe and a primitive spear and I was able to put them in the game without any problems, now I can't get this house.
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Can I somehow load the mesh without texture into the program to test?
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Stan, I don't know if the problem is with the texture or the object because it doesn't even open in the program. I've tried removing some textures and leaving only the base texture and it still doesn't open.
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I created a house mod, I followed all the steps but when I open the editor and click on the house I made it doesn't load and closes the program, no error appears in the log, it simply closes the program when I drag the house to the screen. script: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="base" frequency="1"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/textura_casas_primitivas.png" name="baseTex"/> <texture file="structural/textura_casas_primitivas_normalmap.png" name="normTex"/> <texture file="structural/textura_casas_primitivas_spec.png" name="specTex"/> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> </group> <group> <variant frequency="3" name="Hellenes House A"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="2" name="Hellenes House B"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="2" name="Hellenes House C"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="4" name="Hellenes House D"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="4" name="Hellenes House E"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> </group> <group> <variant name="ungarrisoned" frequency="1"/> <variant name="garrisoned"> <props> <prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned" selectable="false"/> </props> </variant> </group> <group> <variant name="alive" frequency="1"/> <variant file="structures/destruction_small.xml"/> </group> <material>no_trans_ao_parallax_spec.xml</material> </actor>
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s it very difficult to make videos supported? If it is possible to add this to the engine, tell me the steps I should take and I can try to create this for you.
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I'm creating a mod and I'm modifying the game's pregame. I'm trying to replace the images with a video I created but so far without success. I would like to know if it's possible to make this change and if anyone can help me.
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My friend, if I send you the file, can you check if you can add it to your game? Because I can't do it here in any way? 676328719_housesparta.rar
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<?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="Spartan House"> <props> <prop actor="props/structures/decals/spart_6x6.xml" attachpoint="root"/> </props> <textures> <texture file="structural/sparta_struct.png" name="baseTex"/> <texture file="structural/sparta_struct_spec.png" name="specTex"/> <texture file="structural/sparta_struct_norm.png" name="normTex"/> </textures> </variant> </group> <group> <variant frequency="1" name="House 01"> <mesh>structural/bighousesparta01.dae</mesh> <props> <prop actor="props/structures/spartans/house_nature.xml" attachpoint="root"/> </props> <textures> <texture file="structural/ao/spart_house_01.png" name="aoTex"/> </textures> </variant> <variant frequency="1" name="House 02"> <mesh>structural/spart_house_02.dae</mesh> <textures> <texture file="structural/ao/spart_house_02.png" name="aoTex"/> </textures> </variant> <variant frequency="1" name="House 03"> <mesh>structural/spart_house_03.dae</mesh> <textures> <texture file="structural/ao/spart_house_03.png" name="aoTex"/> </textures> </variant> <variant frequency="1" name="House 04"> <mesh>structural/spart_house_04.dae</mesh> <textures> <texture file="structural/ao/spart_house_04.png" name="aoTex"/> </textures> </variant> </group> <group> <variant frequency="1" name="ungarrisoned"/> <variant name="garrisoned"> <props> <prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned" selectable="false"/> </props> </variant> </group> <group> <variant frequency="1" name="alive"/> <variant file="structures/destruction_small.xml"/> </group> <material>player_trans_ao_parallax_spec.xml</material> </actor>
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error ccacheloader failed to find archived or source file far art/actors/structures/spartans/bighouse.xml error cobjectmanager: findactordaf() canot find actor structures/spartans/bighouse.xml These are the errors presented
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Guys, I'm having a problem putting a file into the game. I made a big Spartan house but when I put it into the game, I get an error in the actor. Please help me. I will show the code. <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="Spartan House"> <props> <prop actor="props/structures/decals/spart_3x3.xml" attachpoint="root"/> </props> <textures> <texture file="structural/sparta_struct.png" name="baseTex"/> <texture file="structural/sparta_struct_spec.png" name="specTex"/> <texture file="structural/sparta_struct_norm.png" name="normTex"/> </textures> </variant> </group> <group> <variant frequency="1" name="House 01"> <mesh>structural/bighousesparta01.dae</mesh> <textures> <texture file="structural/sparta_struct.png" name="baseTex"/> <texture file="structural/hele_prop_1.png" name="baseTex"/> </textures> </variant> </group> <group> <variant frequency="1" name="ungarrisoned"/> <variant name="garrisoned"> <props> <prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned" selectable="false"/> </props> </variant> </group> <group> <variant frequency="1" name="alive"/> <variant file="structures/destruction_small.xml"/> </group> <material>player_trans_ao_parallax_spec.xml</material> </actor> ___________________________________________________________________ template <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_civic_house_big"> <Identity> <Civ>spart</Civ> <SpecificName>Oikos</SpecificName> </Identity> <VisualActor> <Actor>structures/spartans/bighouse.xml</Actor> </VisualActor> </Entity>
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Hello my friend, I would like to share with you everything I have managed to do so far. I will describe everything I have added and modified in the game. First I changed the population amount to 600000 and increased the map size to 704. Then I changed the construction time and its life, needing 4 to 5 citizens to have a similar time to the conventional one. I strengthened the walls a lot, now the walls protect the cities well and without siege weapons it is very difficult to penetrate the walls. I created new roads to decorate the city, with 3 models, 1 made of dirt, stone and Roman flooring. For now they are only decorative, but I would like to have an effect of increasing the speed of units when passing through them. I created two new units, creating the male Citizen who can collect more wood, stone and metal than the female. He also has new buildings that only he can build. Icreated the Landscaper who can build trees to decorate the city. The female units can now only build the farm and the corral and they collect more food than the males. Plantations are made inside the farms, with 5 options: wheat, vineyard, date palm, orchard, and banana grove.In the market you can create stalls of various types and an area for selling slaves, and there you can buy slaves. I removed the distance of towers and forts and the construction limit so that the player can create their city in the best possible way. I modified the icons of the items(still missing some). I added new songs to the game. I need to clear up some doubts. How can I remove Footprint and Obstruction so that the player doesn't bump into the roads after they've been created? Every time I remove them, I get an error. Next step, I want to add new resources like money, clothes, technology, among others, and modify the appearance of the buildings with the generated technologies. Thank you once again for all the patience and support you've given me so far.
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Much to our regret we must report the program has encountered an error. Please let us know at https://gitea.wildfiregames.com/0ad/0ad/issues/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths Details: unhandled exception (PSERROR_Serialize_InvalidCharInString("Serialize_InvalidCharInString")) Location: unknown:0 (RtlGetAppContainerNamedObjectPath) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) Can you tell me what error this is?
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this is the error: Trainer without production queue found 13826.