gichardromes Posted 13 hours ago Report Share Posted 13 hours ago (edited) Noob here and I have gone through the modding tutorials. I want to create a single or multiple mods with the following features. I would appreciate any advice from older modders to help me understand if the features are possible or not before I attempt it. Features are weird, but something that interest me. Make all killed enemies humans scavengable for food (yes cannibal style), weapons and/or metal. Horses can be stolen or become wild (Gaia). Infantry can become Cavalry from stolen horses by garrisoning both into a stable. All enemy structures which get destroyed drop the resources that can be recovered by citizen soldiers or female citizens All enemy structures destroyed do not disappear into the ground but remain as ruins in the same place which can then be mined for resources which were used to build them All mountains / cliffs yield stone or metal by building quarries at the site and yield at half the rate of metal and stone sites slow yield, and slowly disappear or turn green Trees can be grown in managed plantations (orchard option) to produce fruit and wood, similar to farms Animals can be tamed and used as military or food, both Gaia wild animals and domestic including wolves, lions and alligators. The Corral building option allows for building of gated sections to keep and multiply selected animals like boars, deer, elephants etc. Growing of orchards also provides food for animals Killed enemies can also be fed to Gaia predators to increase their numbers in the Corral if not eaten as food. Water bodies can be used to grow fish and provide water to farms / orchards Merchants who get killed in action have the goods turn into treasure that can be captured Also wondering if the environment can be made modifiable during the game. Why or why not? Open to working on this mod with others as well, if it clicks with someone Edited 13 hours ago by gichardromes Better formatting for other readers Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 12 hours ago Report Share Posted 12 hours ago 9 minutes ago, gichardromes said: Also wondering if the environment can be made modifiable during the game. Why or why not? You need to add a lot of components to the engine and that's quite advanced. For captured or rammed animals, you just need to create a new component in simulation, similar to how I'm creating one for religious conversion. Believe me, it's something complex. Do you know JavaScript coding? If so, you're doing better than me, who's just starting out. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 12 hours ago Report Share Posted 12 hours ago 13 minutes ago, gichardromes said: Trees can be grown in managed plantations (orchard option) to produce fruit and wood, similar to farms Here you're going to need an actor or edit the actors a bit. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 12 hours ago Report Share Posted 12 hours ago 15 minutes ago, gichardromes said: The Corral building option allows for building of gated sections to keep and multiply selected animals like boars, deer, elephants etc. Growing of orchards also provides food for animals It sounds very advanced and a lot of work to implement. 16 minutes ago, gichardromes said: All mountains / cliffs yield stone or metal by building quarries at the site and yield at half the rate of metal and stone sites slow yield, and slowly disappear or turn green I don't understand this 16 minutes ago, gichardromes said: All enemy structures which get destroyed drop the resources that can be recovered by citizen soldiers or female citizens Same as a rpg game? 18 minutes ago, gichardromes said: Make all killed enemies humans scavengable for food (yes cannibal style), weapons and/or metal. Horses The problem with horses and riders is that they are not independent, they are one thing in the game, you would have to program a lot. Almost all you need is for units or entities to transform into other units upon death. It's quite a bit of coding to do. Quote Link to comment Share on other sites More sharing options...
gichardromes Posted 11 hours ago Author Report Share Posted 11 hours ago Thanks a lot for the advice. 1 hour ago, Classic-Burger said: For captured or rammed animals, you just need to create a new component in simulation, similar to how I'm creating one for religious conversion. Believe me, it's something complex. Do you know JavaScript coding? Yes, I already know JS and am learning along the way for this as this is a personal interest in pursuit of a larger idea. But I want to use existing mechanics as far as possible, where the animals become Gaia / Food without owners. Once owned (capture building mechanic) or moved within borders, they behave the same as the animals from the Corral 1 hour ago, Classic-Burger said: Here you're going to need an actor or edit the actors a bit. No issues here, will do this. 58 minutes ago, Classic-Burger said: It sounds very advanced and a lot of work to implement. I was thinking of using the existing game mechanics itself with some additional buttons only 59 minutes ago, Classic-Burger said: I don't understand this This mechanic was something I saw in Rise of Nations where all mountains are mine-able 1 hour ago, Classic-Burger said: Same as a rpg game? No, just like the existing treasure option or Unfinished Greek temple Ruins option where buildings become like this instead of razing to the ground 1 hour ago, Classic-Burger said: The problem with horses and riders is that they are not independent, they are one thing in the game, you would have to program a lot. Almost all you need is for units or entities to transform into other units upon death. It's quite a bit of coding to do. I am willing to give it a go, no matter how much coding or effort it is, as long as it is possible. Sounds like an interesting challenge 1 hour ago, Classic-Burger said: You need to add a lot of components to the engine and that's quite advanced. Environment modification was just a thought, not something immediate Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 11 hours ago Report Share Posted 11 hours ago 5 minutes ago, gichardromes said: This mechanic was something I saw in Rise of Nations where all mountains are mine-able I imagined, but the game has none of that, imagine 0 AD more primitive with the mechanics. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 11 hours ago Report Share Posted 11 hours ago 7 minutes ago, gichardromes said: I am willing to give it a go, no matter how much coding or effort it is, as long as it is possible. Sounds like an interesting challenge Upon death the mesh model should change, and the horse should become a different actor and entity. Quote Link to comment Share on other sites More sharing options...
alre Posted 2 hours ago Report Share Posted 2 hours ago 8 hours ago, Classic-Burger said: I imagined, but the game has none of that, imagine 0 AD more primitive with the mechanics. actually, 0ad has docks. You should look how those work and if their behavior can be replicated. In general, I would think most if not all of these mechanics would require adding JS components to the game or at least editing them. What we have is less flexible than you may think. Also, adding buttons is no joke either. Unfortunately, it's a completely independent programming task. I whish we had better tutorials for this stuff, honestly I couldn't even start by creating a new dummy component without asking here for a reproducible example. Quote Link to comment Share on other sites More sharing options...
alre Posted 2 hours ago Report Share Posted 2 hours ago 10 hours ago, gichardromes said: Make all killed enemies humans scavengable for food (yes cannibal style), weapons and/or metal. Horses can be stolen or become wild (Gaia). All enemy structures which get destroyed drop the resources that can be recovered by citizen soldiers or female citizens Merchants who get killed in action have the goods turn into treasure that can be captured just wondering if you know that 0AD has the loot system already working in the main game. Quote Link to comment Share on other sites More sharing options...
Grapjas Posted 1 hour ago Report Share Posted 1 hour ago Most of what you want to do is fairly simple (when understanding the structuring) in terms of modding and just requires you to make new templates and have entities be replaced on death by your new template. for example, - if a cav dies make it spawn a gaia horse - making a new gaia horse template and giving it the capturable component might work - if a structure is destroyed make it spawn an custom entity which holds treasure components so it can be gathered. - i think Wow has got quarries in his Delenda Est mod or something similar so you might take a peek there templates are merged with their parents but children have priority when altering the same components. For example If a child states it has 500 capture points and it's parent has 5000, the capture points will be 500 when they are merged. 1 Quote Link to comment Share on other sites More sharing options...
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