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  1. Hello. I made this topic to show the progress of my mod. accept suggestions
  2. Ever since I improved the water graphics I've wanted to play with a polynesian nation on 0 A.D., just going around the map, fighting gaia, things like that. So these last 2 days I've made a very quick Polynesia minimod. You can't really "play" it, it's mostly to fool around with the civ. I recommend you only play it on the Naval scenario "Polynesia", which is unfinished too because it's a little boring to just plot trees. The finished part looks nice though. No real enemy. Maybe I'll get around to adding actual gameplay to it (mainly, an AI that does things). It might be fun if I can get my core idea to work (check the text file). Features: -You can build polynesians villages in places where you could build docks, if it's in neutral territory. They act like CCs and are the only polynesian building -Canoes can fish if you garrison females in. They can attack if you garrison warriors in. -Warriors will switch between ranged/melee attacks based on distance. -Sharks won't attack you, but they are everywhere on the unfinished Polynesia map. You can kill them, if you can catch them. -Most islands are full of animals, both nice and not. Sanderd, you'll want to look at the components folder. I've attached the base art files (blender/photoshop) if people want them too. In particular I've remade the sharks, they might be better than the existing ones. The good thing is that I've gotten a lot better at understanding animation integration from Blender to the game. Screenies: polynesia.zip polynesia_art.7z
  3. 0 A.D. is getting more and more stable with every release, which is nice. But on the other hand there are less groundbreaking features in every release. For that reason more and more mods are being developed by different members and subgroups of 0 A.D. Most of the mods can be installed by downloading the mods and unzipping it in the right folder. The mods can than be activated in the 0 A.D. mod manager. Yes, it is awesome 0 A.D. has already a graphical mod manager. However, finding information about the mods is not easy and installing/updating them manually for each new release of 0 A.D. (approx. every 6-9 months) is not something everybody can do easily. Therefor it would be nice to be able to install available mods for the current release through the mod manager. There is already a repo with mods: https://github.com/0ADMods most mods have a moddb page: Rise of the East: http://www.moddb.com/mods/rote Delenda Est: http://www.moddb.com/mods/0-ad-delenda-est Millenium A.D.: http://www.moddb.com/mods/millennium-ad Ponies Ascendant: http://www.moddb.com/mods/0-ad-ponies-ascendant Aristeia: Civilization Bronze Pack: http://www.moddb.com/mods/aristeia-civilization-bronze-pack and the upcoming new mod: Oniversalis: Age of Exploration: http://www.moddb.com/mods/oniversalis-age-of-exploration
  4. How To Play update or downgrade 0 A.D. to fit the requirements of the mod version you want to play download the .zip file of the desired MinMod version extract it to <0 A.D. installation folder>\binaries\data\mods run 0 A.D. and navigate from the main menu to Tools & Options → Mod Selection (select the mineral mod entry in the upper field) → Enable → Start Mods start a new single player game with a supported map ************************************************** VERSION 0.2 ************************************************** ************************************************** VERSION 0.1 ************************************************** ********************************************** ANNOUNCEMENT **********************************************
  5. Hello community, Since I was trying to improve meta-game by doing tickets related to the design docs, I decided to integrate all things I've been implementing (along with design changes I propose), and collect them into a mod so devs and players can try them and comment about the changes I'm offering to improve the game experience. I tested a lot the actual meta-game by trying the three tactics, and I found it plain, since most civs feel the same; all of them go to champions (except ptole and maybe minor rushes) and all of them grow exactly in the same way. At least I wanted to make each civ win with something different, making the metagame more diverse and interesting. Mayor aspects: Design: Rush civs: Strong against eco, weak against wall. Stronger in age 1. Early/free access to economic structures that can accelerate their growth. Early access to economic units. Easy difficulty. Wall civs: Strong against rush, weak against eco. Stronger in age 2. Early/free access to defensive structures. Early access to champion/siege units. Medium difficulty. Eco civs: Strong against eco, weak against rush. Stronger in age 3. Access to the most powerful structures. Access to the most powerful units. Hard difficulty. Champion costs: Rush civs: 150 food/wood/metal infantry (except persians), 200 food/wood/metal cavalry. Wall civs: 100 food/wood/metal infantry, 150 food/wood/metal cavalry. Late civs: 50 food/wood/metal infantry, 100 food/wood/metal cavalry. The diff I'm attaching contains the basic aspects of the game, it will be updated on this very post. If you don't know how to get the patch working I'll upload the mod soon. Thx you all for your time, please if you want to test this don't hesitate to contact me so we test For developers: MetaGameV2.patch PlayerFilesGenerator.sh For players: MetaGameV2.zip
  6. i would make some tests with terrain editor and i have no experiences with editor, so i follow my first tutorial here http://trac.wildfiregames.com/wiki/Basic3DImplementation but i cant add model to editor, i says some xml error i use 3ds max 2014 with collada include, i export model to C:\0ADSVN\data\mods\public\art\meshes\props as wrld_create_test.dae and texture to C:\0ADSVN\data\mods\public\art\textures\skins\props as crate_test.png model is cube 4x4 generic units Where can i find instructions for 3ds max?
  7. I'm requesting this principate for have an new experience and try to give new experience to maps maker and adding mercenary units to the Atlas based in my own suggestion. We have a data( git hub with art made by volunteers) I want to create, sub factions and other stuff may be I need help by @wowgetoffyourcellphone To suggest and help me with units, he is great modder and this mods benefits his own mod.
  8. Not finished. Missing: Triggers.Details. First update: Second update: Now playable in game. Constantinople_Midnigth_Assault.zip
  9. The Council is both happy and proud to announce a brand new release!!! I think this is what you all have been waiting for! Millennium A.D.'s first release ever! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Ashmen. This is the word Norsemen were called after by the Germans because they used Ash wood for their boats. What is new? This is our first release so in a way everything is new, but compared to last development the unit textures from the Norse faction are completely reworked (by wackyserious). Also we have better and more house variants. On top of that we have a new storehouse building. (all modeled by Stanislas69) I tried to capture everything in one high-res screeenshot: In the background on the right you see the new storehouse building. The two small buildings are two of the house variants. The units that you see are (nearly) all the new unit textures. Next to that we also added a Norse hero: Eiríkr hinn rauði (better known as Erik the Red): Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to:1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into <installationdirectory>/binaries/data/mods. You'll see another folder there called 'public'. 3. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 4. Enjoy the mod! Download: millenniumad.zip mirror: http://www.moddb.com/mods/millennium-ad/downloads/ashmen-19 In the last few months some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: http://wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, play testing or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: http://play0ad.com/community/donate/ The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com
  10. Part 1: I downloaded Alpha 19 directly. As soon as I start the game from the shortcut in the Windows start menu, it initiates and takes me directly to the mod selection menu. Is this normal? I thought it should take me to the main game menu. Part 2: In the mod selection window, I select the Alpha 19 mod, enable, and then start the mod. Then the main game menu comes up. The game works fine. However, when I go to the scenario editor, it does not start. I have given it over 5 min for the user interface to show up. However, when I open windows task manager pyrogenesis.exe is running in the background. This does not seem normal. Intuitively, I would assume the main game menu starts from the beginning, then I can go straight to the scenario editor. This is not the case. Is this normal? What do I need to change to get Atlas working?
  11. Hello, the name is mute. I am currently planning a few mods and one thing came to mind I want to add a few new resources Reasons Water Minerals/stones Cloth Special Minerals Former CoM, but still looking to be helped by them Finaly the water as been added, even if only a beta stage
  12. Since I have a rather definite idea of how it will be the mod : 'll add a generic first civilization : to represent the following civilizations : Olmec Maya Mexica this 'm still not sure about adding the mod. I'll start : Description of Units: infantry Generic Name: Eagle Spearman Specific name : Cuāuhpipiltin Class: Spearman Armament: lance ( 1.20 m) and a round wooden shield . appearance : Basic: A tunic that starts from the waist to the knees , will gold bracelets on his left forearm , almost all basic units will look like this at first. Advanced: The robe will eagle feathers, have an ornate shield, have a necklace bird bones and leather armor . Elitecasco of a Golden Eagle , a layer of feathers that will be joined to the arms for a few bangles, a shield decorated with feathers at the bottom . History: cuāuhpipiltin (singular cuāuhpilli , "noble eagle " in classical Nahuatl) , also called warriors eagles were a special class of warriors in the Mexican military, which along with Guerrero jaguar or " ocēlōpipiltin " primarily composed warrior elites the old Aztec Empire. Function: good woodsman and explorer Generic Name : Mesoamerican Archer. Specific Name: Tequihua Weapons: A long bow appearance : Basic: cotton armor dyed black feathers on the shoulders . Advanced: a similar to that of the eagle warriors robe , round wooden shield . Elite : a helmet shaped head of a heron . History : Function : good casador Generic Name : Mesoamerican Swordsman . Specific Name : Ocēlōpilli . Armament: obsidian sword and round shield ornamented or a gold shield . appearance : Basic : a robe from the waist to the knees. Advanced: a layer of jaguar skin , some gold bracelets on her right arm and one on his left forearm . History : Function : good Mining Elite : A jaguar shaped helmet , a round shield with feathers and a gold necklace . Support Units : Generic Name : Warrior Priest Specific Name : tlatoani . Class: Healer . Appearance : white robe , she goes on a green color and another player . I stick it good function . Generic Name : Meosoamerican Woman Specific Name: Elemicquicihuatl Function: cultivate better Appearance : a robe from the waist to the knees , has a poncho. Generic Name : Merchant . Specific Name: Appearance : Similar to the merchant wagon Aztec and Maya of AOE II Naval Armada : Pending . Champions Units : Generic Name : Lancer Olmeca . Specific Name: Armametouna obsidian spear Appearance : It has a cotton armor , a wooden shield , and a plume of feathers. Function: Good against cavalry and buildings. Aura: infantry is stronger against archers. Generic Name : Aztec Jaguar Warrior . Specific Name: Armament: obsidian sword and a round shield . Appearance : a tailored layer jaguar jaguar skin and a helmet shaped jaguar. Aura: the infantry is stronger and better fight Specific Name: Lancer Holcan Maya. Weapons: spear ( 2.10 m) a round shield Appearance : cotton armor , a gold necklace . Function: good against champions buildings and units. Aura: drives are faster . units of the Civic Center : Melee Infantry : Jaguar Warrior . Infantry Long Range : Mesoamerican Archer. Impersonates Infantry Cavalry : Eagle Warrior
  13. Guys, take a look at this Mayan Cenote I created. Im going to make a map that resembles the mayan world. Please let me know if you wish to try it out when its done. meanwhile check out my "Valley of the kings" or "The cove" These are some maps Iv been making. Thanks
  14. Guys, Here is a few maps that I have been working on. Some are still in prep. Getting a bearing of the controls and GUI. Enjoy. Let me know what you think. - The Cover - Desert Sands - Valley of the kings - The Canyon Peace. Jfrankay
  15. Here is my idea of the Civ center for the Flaru Civ center Idea 1 idea 2 For Stan
  16. Hi all i have a few more questions how easy is to add a new armor and attack type? can i do it in Notepad++? where are the files that define the armor and damage? can a unit deal 2 types of damage at the same time? ex. from roman ballista that appears to have 2 damage types <Attack> <Ranged> <MaxRange>76</MaxRange> <MinRange>16.0</MinRange> <ProjectileSpeed>22.0</ProjectileSpeed> <RepeatTime>6000</RepeatTime> <Splash> <Shape>Circular</Shape> <Range>10</Range> <FriendlyFire>true</FriendlyFire> <Hack>40.0</Hack> <Pierce>0.0</Pierce> <Crush>40.0</Crush> </Splash> </Ranged> </Attack> Edit i have another question can i make units garrison in neutral buildings/trees?so that they can shoot arrows from a safe place?
  17. I wanted to create a new gameplay aspect: Supplies What I actually want is that whenever a certain unit comes out of a certain area (own territory + supply aura's) his stats a reduced (whether that would be lower health, lower battle stats or a degeneration of it's stats, deciding that would require playtesting) I had in mind of coding some stuff doing the following: Selecting own territory + supply aura area and invert the selection. Check if the unit is in the latter selected area and if so apply actions. I think I need some code from the Territory decay and the aura part, correct? Can anyone help me with the start? (Since I've got no idea of how this stuff works in 0 A.D.)
  18. I mod the Pil Mahalmit's actor, i put a ptolomeaic tower and a javelinist inside and i have a question: how i can put an attack based on distance: the means the if the unit detects enemies on shoot distance of javelinists the javelinist gonna shoot their javelins, and if the enemies are nearing into the elephants the melee attack begins
  19. I have a question, i want garrsion elephants in my 0ad mod!, but i have a question: Qhat i need edit for make it??? "i only edited: actors, entites, and technologies, but this files are Javascript files, and i have this question "what is the difference behind a building and a ship on garrison in 0AD code"? and what i need mod for make it?
  20. We are looking for additional team members!!! As you probably might know, we are creating a mod that brings the middle ages to 0 A.D (starting with the early period). If you want to be part of the team and contribute, feel free to reply or PM me to apply. Currently we are looking for a variety of team members: 3D artists Mostly we want to re-use the game's art as that saves a lot of time and effort. Unfortunately that's not always possible (think of buildings and ships) and that is why we need 3D artists in our team. 2D artists Firstly we need texture artists to work on the newly created models and re-texture already existing models to make it fit in our mod. Secondly we need people who are willing to design the UI and create several icons / wallpapers. Researchers Our course do we need to have a bunch of researchers who are investigating in history and make proposals for civilizations. Not only do they research, they should also come up with ideas of how to implement stuff in a nice way in the game. Engineers No mod team can do without engineers. Our engineers should take care of all XML / JSON files located in the source to make sure that the mod works and resolve mod-related issues. They could perhaps also implement some gameplay code (not in the engine, only things like abilities and auras etc., etc.) Writer This is not a really necessary role as it could be done by other team members as well, but is is nice to have a specialized person for it. This person should do the announcements and take care of all linguistic stuff (like descriptions and stuff). He should also make a FAQ. Good English skills are a must, preferably native. Of course is it not really necessary to be part of the team to contribute, but we like to have some fellows who contribute on a (relatively) regular base to make sure that the mod keeps going at some pace. Again, feel free to reply or to PM. Regards, The team
  21. I released a mod "ALPHA" and with many things to reapire, but is a beta mod for a future germanic faction https://dl.dropboxusercontent.com/u/101275290/tribusgermanasmod.zip
  22. I create a mod "simply a copy&paste of celtic structures of a "germanic faction", for humans is good!!, buildings "celtic tavern as barracks" "celtic barracks as fortress" but the AI can't understand the fancion! explantion: the AI trains units and soldiers, but when is the time of create structures and a huge army, can't do it! he link of the mod is: https://dl.dropboxusercontent.com/u/101275290/tribusgermanasmod.zip
  23. i try to modify he default factions creating my civ "germanics", but i don't create it from scratch, y gonna copy the default units of 0AD "Celtic faction" nad i have some questions * how "go to light" a hidden faction????, hidden means that is only avaible on editor * how pt to build the structures of i want???? that means: * celt_homestead "civ center, BETA, i gonna replace with the just civ centre" * celt:hut as house * celt_tavern as barracks * celt_barracks as fortress celtic: corral, market, blacksmith, dock, outpost and defense tower, copied out of the box and now "special buildings" celt_kennel "train celtic dogs" copied from britons how i can create my mod for a facion as this?
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