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My first "mod"


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I proudly present my first game modification :D

I've replaced the weird Hellenic infantry spearman portrait (found here) with a more aesthetically pleasing one (just a previous icon, really):

image.png.46253f37c61f2135a9d4b2fa624a2437.png

 

Here is how it looks in-game:

image.png.d9b6b9c5a0695fca29cc5fac34b7e587.png

 

Now, let's see if I can replace that ugly old Barracks portrait. And maybe fix some bugs by backporting code to this version.

EDIT:

I've replaced the icons for both Barracks and the Roman Army Camp.

image.png.9eeaeaaf8017edd4026689323bd2a096.png

Alpha 9 used Fortress portrait as a placeholder for the camp.

EDIT2:

Persian Barracks and stable portraits also backported. It's already much nicer to look at.

image.png.771c7f77d163172f8cedc82abd08d754.png

Edited by Deicide4u
Added more "fixes"
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23 minutes ago, Seleucids said:

This is the current hoplite icon:

image.png.fa729da9fcbeb58c1aeec77dc73cdbad.png

Not applicable or appropriate for the Alpha 9 version, that I'm using.

I'm doing incremental updates to an earlier Alpha. My first big plan is to backport healing by Priests, and any bug fixes possible. I've already removed the useless and legacy "Stamina" attribute.

image.png.d8d9c509fe99fd55bd9341b8da867576.png

There was a blue bar next to health, now it's gone.

Eventually, I hope to make a total conversion mod for this specific version, complete with custom AI and build orders. If you've ever played Praetorians RTS, that is something I have in mind.

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Update:

Roman Army Camps can now train Marian Legionaries.

image.png.150c6e549b29a5f5c0b07a5c128a8753.png

I've restricted them to training only melee infantry and Siege Rams. I've also made a bunch of other "balance" changes. Looking now for a way to limit the population cap to a more manageable number.

EDIT:

Was an easy fix inside
simulation/components/Player.js

Edited by Deicide4u
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5 minutes ago, Classic-Burger said:

And  what about the gameplay?

 

It will be presented later, in a separate thread.

6 minutes ago, Classic-Burger said:

Are you going to use the counter system from the old alphas?

 

Yes.

6 minutes ago, Classic-Burger said:

I mean gsm play from the latest alphas + balances from alphas 10-23.

Gameplay will be different. Core part of it will be the lack of phases, as they don't really make sense to me in 0 A.D. The timeline is fixed, and the city development can be balanced differently. One example is with structure costs. Higher tier buildings will require much more resources to build. Most will have build limits, as well.

We'll see, I'll post details when most of it is ready.

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4 minutes ago, Deicide4u said:

It will be presented later, in a separate thread.

Yes.

Gameplay will be different. Core part of it will be the lack of phases, as they don't really make sense to me in 0 A.D. The timeline is fixed, and the city development can be balanced differently. One example is with structure costs. Higher tier buildings will require much more resources to build. Most will have build limits, as well.

We'll see, I'll post details when most of it is ready.

I'm interested to see how the counter system works in older versions compared to the current one.

I saw there that you made comments with old versions, I saw that there was a damage system by infantry charges.

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28 minutes ago, Classic-Burger said:

I'm interested to see how the counter system works in older versions compared to the current one.

 

Due to janky animations, it is hardly noticeable. Units either die too quickly or are practically immune to attacks. Some balance changes need to be made to make it work as intended.

For example, units died to siege very fast. That's why I made organic units almost invulnerable to crush attacks, as they are in recent alphas.

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