newcivs Posted October 23, 2013 Report Share Posted October 23, 2013 I have a question, hoy i can train the Sanmite Skimseri put units_samnite_swordsman for example, but i can't find this unit Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 23, 2013 Report Share Posted October 23, 2013 It is possible to train Samnite swordsmen if you build an Italiote embassy as Carthage, however you cannot train Samnite skirmisher or spearman mercenaries in this build.Samnite skirmisher and spear units are placeable in Atlas 1 Quote Link to comment Share on other sites More sharing options...
feneur Posted October 23, 2013 Report Share Posted October 23, 2013 To make units trainable from a building you need to add code similar to the following to the XML file for the building you want to add them to. The below is taken from the simulation\templates\structures\athen_civil_centre.xml file:<ProductionQueue> <Entities datatype="tokens"> units/athen_infantry_spearman_b units/athen_infantry_slinger_b units/athen_cavalry_javelinist_b </Entities> <Technologies datatype="tokens"> -phase_town_generic phase_town_athen -phase_city_generic phase_city_athen </Technologies> </ProductionQueue>Just put:<ProductionQueue><Entities datatype="tokens">followed by the name of the unit according to the same pattern as above, and then close that with:</Entities></ProductionQueue>This is if you're creating a new building/a building that doesn't yet train units. If you're modifying a building that already trains units, just add the unit in before/after the existing units. (And this of course requires the unit to have an XML file available in the appropriate location.) Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 23, 2013 Report Share Posted October 23, 2013 A new building will definitely need this as well: <BatchTimeModifier>0.8</BatchTimeModifier>Or else it will error. If it is a building whose parent is already a unit-producing template, then you don't need it. Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 24, 2013 Author Report Share Posted October 24, 2013 (edited) It is possible to train Samnite swordsmen if you build an Italiote embassy as Carthage, however you cannot train Samnite skirmisher or spearman mercenaries in this build.Samnite skirmisher and spear units are placeable in AtlasYeah i undersatnd it, but modding the italiote embassy for train the samnite skimsher "for example", i put units_samnite_skimser from simulaton/templates/units?i copy from art/actors the unit? Edited October 24, 2013 by newcivs Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 24, 2013 Report Share Posted October 24, 2013 simulaton/templates/units Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 27, 2013 Author Report Share Posted October 27, 2013 simulaton/templates/unitsexcuseme for trolling you, but this unit appears only on "actors", not on entries, and for this eason i don't know where i can find it! Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 27, 2013 Report Share Posted October 27, 2013 excuseme for trolling you, but this unit appears only on "actors", not on entries, and for this eason i don't know where i can find it!Isn't it right here in the entities list? Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 27, 2013 Author Report Share Posted October 27, 2013 Isn't it right here in the entities list?yeah, i sse it in your snapshot, but in my instalation of 0AD, i can't find it!,i'm using Rfremix 19 [aka Fedora 19]and i installed 0ad with this command:# yum install 0ad!, from Rfremix's repos Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted October 27, 2013 Report Share Posted October 27, 2013 Try the svn version just follow the build instructions on the wiki that way you will have the latest code and art,do not install just run it in user land(your home dir) not in system land(installed) that way it is much easier to edit as you do not change any system files that need root privileges to modify.Enjoy the Choice 1 Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 29, 2013 Author Report Share Posted October 29, 2013 Try the svn version just follow the build instructions on the wiki that way you will have the latest code and art,do not install just run it in user land(your home dir) not in system land(installed) that way it is much easier to edit as you do not change any system files that need root privileges to modify.Enjoy the Choice i have a question for you, how i can download only the public folder using the SVN, and install as a mod?or how i can compile 0AD changing the name, i gonna explain, i'm using Rfremix!, and i installed 0ad yum yum install 0ad, hoy i can change the name of the "compiled version" to 0ad-svn!? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted October 30, 2013 Report Share Posted October 30, 2013 No need to do that at all.You need the whole svn if you really want to get it to work.When it comes to running it all you need to do is ./pyrogenisesisFrom a terminal in the svn folder 0AD/binaries/system at least that's what I think it should be if not hopefully someone who knows for sure please chime in 8)Enjoy the Choice 1 Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 30, 2013 Author Report Share Posted October 30, 2013 No need to do that at all.You need the whole svn if you really want to get it to work.When it comes to running it all you need to do is ./pyrogenisesisFrom a terminal in the svn folder 0AD/binaries/system at least that's what I think it should be if not hopefully someone who knows for sure please chime in 8)Enjoy the Choice Oh Yeah!!, that's very very easy i gonna use it!! Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 30, 2013 Author Report Share Posted October 30, 2013 I Have an idea: How i can catch the enemy units and transform this units into slaves, and put as "free mercenaries" or "free workers"? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted October 30, 2013 Report Share Posted October 30, 2013 By the way what that"./" means use the binary in this folder not any other very useful when you may have other apps/scripts with the same name all over your hard drive Just one of the ways that Linux is so useful and user friendly it just picks it's friends carefully Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
leper Posted October 30, 2013 Report Share Posted October 30, 2013 ./pyrogenesis Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted October 30, 2013 Report Share Posted October 30, 2013 We have discussed this before. I believe the current consensus was that it didn't really fit with our gameplay. Note: it is planned to make regular citizens (not citizen soldiers) convert to the player that defeats another player. They will still be regular citizens and not slaves though. Quote Link to comment Share on other sites More sharing options...
newcivs Posted October 30, 2013 Author Report Share Posted October 30, 2013 We have discussed this before. I believe the current consensus was that it didn't really fit with our gameplay.Note: it is planned to make regular citizens (not citizen soldiers) convert to the player that defeats another player. They will still be regular citizens and not slaves though.excuseme for asking you, this citizens gonna have population cost?, or are free? Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted October 30, 2013 Report Share Posted October 30, 2013 They will just be added to your current population, so I assume they will have a population cost.Just a clarification, they would not be slave units, just citizen units that you assimilated upon conquering an opponent. Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted October 30, 2013 Report Share Posted October 30, 2013 Isn't this a duplicate?www.wildfiregames.com/forum/index.php?showtopic=17755#entry277626 Quote Link to comment Share on other sites More sharing options...
feneur Posted October 30, 2013 Report Share Posted October 30, 2013 Isn't this a duplicate?www.wildfiregames.com/forum/index.php?showtopic=17755#entry277626It sure is a topic by the same person, on the same subject, within a few days, so...Newcivs, please don't post multiple topics about the same thing (I seem to recall you having made different topics on the same topic previously as well). If you've forgotten what you've posted about, remember to use the "View New Content" button so you don't miss any new posts in the topic. Quote Link to comment Share on other sites More sharing options...
newcivs Posted November 26, 2013 Author Report Share Posted November 26, 2013 i have a question, how i can make visible a hidden civs, as Celts, and structures as Celtic tavern, or persian sb2hidden civs means "omly avaible on editor"make visible a structure means that the unit can build it Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted November 26, 2013 Report Share Posted November 26, 2013 You need to edit the unit template, and add the building to the builder entities (like you see the athen gymnasion and other buildings here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/athen_infantry_archer_b.xml ) 2 Quote Link to comment Share on other sites More sharing options...
newcivs Posted November 26, 2013 Author Report Share Posted November 26, 2013 You need to edit the unit template, and add the building to the builder entities (like you see the athen gymnasion and other buildings here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/athen_infantry_archer_b.xml )are you saying this code? <Entities datatype="tokens"> structures/cart_super_dock structures/cart_embassy_celtic structures/cart_embassy structures/cart_embassy_iberian structures/cart_embassy_italiote structures/{civ}_wonder </Entities> Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted November 26, 2013 Report Share Posted November 26, 2013 yes Quote Link to comment Share on other sites More sharing options...
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