newcivs Posted November 26, 2013 Author Report Share Posted November 26, 2013 (edited) How i can make visible a hidden faction, as Celts or Hellenes?without destroy the game, y try, but destroy the game, all desapear, and i need udo the "mod" ;( Edited November 26, 2013 by newcivs 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 civ json file (public/civs/***.json), there, you can see "SelectableInGameSetup": false at the bottom of the file, which should be true.http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/civs/celt.json 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 27, 2013 Report Share Posted November 27, 2013 Hmmm a mods invasions haha or rush, Michael and Devs a video tutorial can be perfect "how crate your own faction" modding in 0 AD is easy , like total war medieval 2 and Rome . Quote Link to comment Share on other sites More sharing options...
newcivs Posted November 29, 2013 Author Report Share Posted November 29, 2013 For example, change the art of "ptolomeaic towered elephant" for the carthaginian art "copyign this unit, and modding it"is possible it? using the svn for mod Quote Link to comment Share on other sites More sharing options...
newcivs Posted December 15, 2013 Author Report Share Posted December 15, 2013 ik have a question, hoy i can change armor of a unit?????example: change the armor of gaeroa "celt spear", for an axe,what props i need change??????????' Quote Link to comment Share on other sites More sharing options...
dvangennip Posted December 15, 2013 Report Share Posted December 15, 2013 Armor is the defense of a unit. In the case of a human entity, this means his or her clothing, a shield, helmet, and so on. A spear or axe is the weapon (that is, offensive, not defensive) and is unrelated to armor. Assuming you want to adjust a spearman into an axeman, you would have to adjust the Attack properties in the entity's XML file. It is probably easier to let a unit inherit from a generic axeman template instead of the spearman template it is probably now inheriting properties from.In the related actor file the right hand prop has to be altered as well to an axe, plus the attack_melee animation has to be adjusted. I would look at an existing axeman unit and copy those values. 2 Quote Link to comment Share on other sites More sharing options...
newcivs Posted December 16, 2013 Author Report Share Posted December 16, 2013 Armor is the defense of a unit. In the case of a human entity, this means his or her clothing, a shield, helmet, and so on. A spear or axe is the weapon (that is, offensive, not defensive) and is unrelated to armor. Assuming you want to adjust a spearman into an axeman, you would have to adjust the Attack properties in the entity's XML file. It is probably easier to let a unit inherit from a generic axeman template instead of the spearman template it is probably now inheriting properties from.In the related actor file the right hand prop has to be altered as well to an axe, plus the attack_melee animation has to be adjusted. I would look at an existing axeman unit and copy those values.with what software i can edit the .psa animations???*NOTE i am using GNU/LinuxRfremix equivalent to Fedora 19 Quote Link to comment Share on other sites More sharing options...
feneur Posted December 16, 2013 Report Share Posted December 16, 2013 You cannot edit them. You either have to use an existing animation, or create a new one from scratch in e.g. Blender. You'll most likely have to create a new unit model as well in that case though. But again, most likely there is an existing animation you can use already, just by changing the XML for the unit. Maybe the 2handed sword animation is useful for what you want to do? I suggest you take a look at champion_unit_3.xml in the celts folder and base it on that (just change the broadsword to an axe), and see if that's ok enough. 1 Quote Link to comment Share on other sites More sharing options...
newcivs Posted December 20, 2013 Author Report Share Posted December 20, 2013 I have a question, how i can change the armours???example: Carthaginian Javlininist can shoot flomg javelins??? i try put the props of flaming javelin, but when i put the battle this units shoots the default javelins! Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted December 20, 2013 Report Share Posted December 20, 2013 I edited the prop at the "projectile" attachpoint, and it works for me. Are you sure you're editing the right file? Quote Link to comment Share on other sites More sharing options...
newcivs Posted December 20, 2013 Author Report Share Posted December 20, 2013 I edited the prop at the "projectile" attachpoint, and it works for me. Are you sure you're editing the right file?i edited /art/actors/units/carthaginians/infantry_javelinist_b.xml"/" means public folder Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 20, 2013 Report Share Posted December 20, 2013 i edited /art/actors/units/carthaginians/infantry_javelinist_b.xml"/" means public folderall modifiable files are in that folder. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted December 20, 2013 Report Share Posted December 20, 2013 That's the right file, did you restart the game? Quote Link to comment Share on other sites More sharing options...
newcivs Posted December 20, 2013 Author Report Share Posted December 20, 2013 (edited) That's the right file, did you restart the game?i gonna explain you:1 turn off the game2. open gedit and edit the file, i put as armor flaming javelini edit the file and this is the result:"after i run the game"<?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <animations> <animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="100"/> <animation event="0.5" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="attack_ranged" speed="75"/> <animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/> <animation file="biped/walk_spearshield.psa" name="Walk" speed="120"/> <animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="30"/> <animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="30"/> <animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="30"/> <animation file="biped/walk_spearshield.psa" name="carry_food" speed="120"/> <animation file="biped/walk_spearshield.psa" name="carry_meat" speed="120"/> <animation file="biped/walk_spearshield.psa" name="carry_wood" speed="120"/> <animation file="biped/walk_spearshield.psa" name="carry_stone" speed="120"/> <animation file="biped/walk_spearshield.psa" name="carry_metal" speed="120"/> <animation event="0.23" file="infantry/general/chop.psa" name="gather_tree" speed="250"/> <animation file="biped/hoe.psa" name="gather_grain" speed="300"/> <animation file="infantry/general/forage.psa" name="gather_fruit" speed="125"/> <animation file="infantry/general/forage.psa" name="gather_meat" speed="125"/> <animation event="0.43" file="infantry/general/mine.psa" name="gather_rock" speed="250"/> <animation event="0.43" file="infantry/general/mine.psa" name="gather_ore" speed="250"/> <animation event="0.43" file="infantry/general/mine.psa" name="gather_ruins" speed="250"/> <animation event="0.6" file="infantry/general/dude/dudebuild.psa" name="Build" speed="300"/> <animation file="infantry/general/death/inf_01.psa" name="Death" speed="400"/> <animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/> <animation file="infantry/general/death/inf_03.psa" name="Death" speed="500"/> <animation file="infantry/general/death/inf_04.psa" name="Death" speed="400"/> <animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/> <animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/> <animation file="biped/inf_salute_c.psa" name="Promotion" speed="450"/> </animations> <mesh>skeletal/m_tunic_short.dae</mesh> <props> <prop actor="props/units/heads/head_iber_isl_b.xml" attachpoint="head"/> <prop actor="props/units/weapons/jav_projectile_flame.xml" attachpoint="r_hand"/> <prop actor="props/units/weapons/jav_projectile_flame.xml" attachpoint="l_hand"/> <prop actor="props/units/shields/iberian_buckler_basic.xml" attachpoint="shield"/> </props> <textures><texture file="skeletal/iber_isw_b_3.dds" name="baseTex"/></textures> </variant> </group> <group> <variant frequency="100" name="Idle"/> <variant name="attack_ranged"> <props> <prop attachpoint="r_hand"/> <prop actor="props/units/weapons/jav_loaded.xml" attachpoint="loaded-r_hand"/> <prop actor="props/units/weapons/jav_iron.xml" attachpoint="projectile"/> </props> </variant> <variant name="attack_slaughter"> <props> <prop actor="props/units/weapons/knife.xml" attachpoint="r_hand"/> </props> </variant> <variant name="gather_tree"> <props> <prop attachpoint="shield"/> <prop attachpoint="r_hand"/> <prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/> </props> </variant> <variant name="gather_grain"> <props> <prop attachpoint="shield"/> <prop attachpoint="r_hand"/> <prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/> </props> </variant> <variant name="gather_fruit"> <props> <prop attachpoint="shield"/> <prop attachpoint="r_hand"/> <prop attachpoint="l_hand"/> <prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/> </props> </variant> <variant name="gather_meat"> <props> <prop attachpoint="shield"/> <prop attachpoint="r_hand"/> <prop attachpoint="l_hand"/> <prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/> </props> </variant> <variant name="gather_rock"> <props> <prop attachpoint="shield"/> <prop attachpoint="r_hand"/> <prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/> </props> </variant> <variant name="gather_ore"> <props> <prop attachpoint="shield"/> <prop attachpoint="r_hand"/> <prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/> </props> </variant> <variant name="gather_ruins"> <props> <prop attachpoint="shield"/> <prop attachpoint="r_hand"/> <prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/> </props> </variant> <variant name="Build"> <props> <prop attachpoint="shield"/> <prop attachpoint="l_hand"/> <prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/> </props> </variant> <variant name="carry_food"> <props> <prop actor="props/units/shuttle_basket.xml" attachpoint="r_hand"/> <prop attachpoint="l_hand"/> <prop attachpoint="helmet"/> <prop attachpoint="shield"/> </props> </variant> <variant name="carry_meat"> <props> <prop actor="props/units/shuttle_meat.xml" attachpoint="r_hand"/> <prop attachpoint="l_hand"/> <prop attachpoint="helmet"/> <prop attachpoint="shield"/> </props> </variant> <variant name="carry_wood"> <props> <prop actor="props/units/shuttle_wood.xml" attachpoint="r_hand"/> <prop actor="" attachpoint="l_hand"/> <prop attachpoint="helmet"/> <prop attachpoint="shield"/> </props> </variant> <variant name="carry_stone"> <props> <prop actor="props/units/shuttle_stone.xml" attachpoint="r_hand"/> <prop actor="" attachpoint="l_hand"/> <prop attachpoint="helmet"/> <prop attachpoint="shield"/> </props> </variant> <variant name="carry_metal"> <props> <prop actor="props/units/shuttle_metal.xml" attachpoint="r_hand"/> <prop actor="" attachpoint="l_hand"/> <prop attachpoint="helmet"/> <prop attachpoint="shield"/> </props> </variant> </group> <material>player_trans.xml</material></actor> Edited December 20, 2013 by newcivs Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted December 20, 2013 Report Share Posted December 20, 2013 You need to put it as projectile (line 51) Quote Link to comment Share on other sites More sharing options...
newcivs Posted December 22, 2013 Author Report Share Posted December 22, 2013 You cannot edit them. You either have to use an existing animation, or create a new one from scratch in e.g. Blender. You'll most likely have to create a new unit model as well in that case though. But again, most likely there is an existing animation you can use already, just by changing the XML for the unit. Maybe the 2handed sword animation is useful for what you want to do? I suggest you take a look at champion_unit_3.xml in the celts folder and base it on that (just change the broadsword to an axe), and see if that's ok enough.2 handed swrod???such as delamokludda? Quote Link to comment Share on other sites More sharing options...
feneur Posted December 22, 2013 Report Share Posted December 22, 2013 That is the unit which uses the champion_unit_3.xml in the celts folder in the art\actors\units\ folder yes Copy that into a new XML file in mods\yourmodnamehere\art\actors\units\germanic\ (change "yourmodnamehere" to the actual name of the mod) and change the things which are supposed to be different. Most importantly perhaps change the weapon from <prop actor="props/units/weapons/broadsword.xml" attachpoint="r_hand"/> to point to the file where you've defined the axe. Quote Link to comment Share on other sites More sharing options...
newcivs Posted December 25, 2013 Author Report Share Posted December 25, 2013 i have a question:how i can change the armor???for eexample:gaeroa = 10 hackbut when i see the gaeroa's XML files, i can't see any file the specifies it, ow i can mod it? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 25, 2013 Report Share Posted December 25, 2013 For Modification or Mods ask in the right Modification Forum. Remember is about keep order. 1 Quote Link to comment Share on other sites More sharing options...
newcivs Posted December 26, 2013 Author Report Share Posted December 26, 2013 (edited) i see a new technology that promote all mercenary soldiers of Carthage, and i have a question, what i mod of this technology for create a remixed tech that promotes citizen soldiers?"Libyan Spearman, Mauritanian Archer, and Numidian Javelinist"?this is my code, but when i play with this technology i don't see any promotion Edited December 26, 2013 by newcivs Quote Link to comment Share on other sites More sharing options...
niektb Posted December 26, 2013 Report Share Posted December 26, 2013 What code? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 26, 2013 Report Share Posted December 26, 2013 He wants know how give ranks or change ranks to the Carthaginians units. If I'm not wring he want give rank to Libyan spearman.What you mean with remixed? Mezclada? And you forget post the code. Quote Link to comment Share on other sites More sharing options...
newcivs Posted December 30, 2013 Author Report Share Posted December 30, 2013 i want put attack animations on mahouts!but when i see the code i can't find any animation for put Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted December 30, 2013 Report Share Posted December 30, 2013 First you have to have an animation to use so creating in blender comes first,so how are your blender skills After that you edit the relevant .xml files to point to that animation.Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
feneur Posted December 30, 2013 Report Share Posted December 30, 2013 Well, I would try using one of the existing animations first There are plenty of existing animations after all Maybe look at what animations cavalry units use? Quote Link to comment Share on other sites More sharing options...
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