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  1. 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
  2. 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
  3. Here is my idea of the Civ center for the Flaru Civ center Idea 1 idea 2 For Stan
  4. 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?
  5. 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.)
  6. 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
  7. 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?
  8. 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
  9. 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
  10. 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
  11. 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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