FueledByOCHD Posted April 12, 2014 Report Share Posted April 12, 2014 (edited) Hello, i know that it is 0ad but i am hopeing to form a team or become part of a team that would like to bring some Fantasy type content to 0ad, ie. magic type upgrades, expanding magic users Ie Healersi want to bring alot more things into the mix, currently learning fully how to mod 0ad but so far i am just wanting to get some peoples ideas about this type of modList of current ideasShapechanger.Flying carpet.Magic items.Portals.Alchemists. (though they might fit into the historically accurate mods too)walls that can regrow(ie walls made of vines so they regrow instead of repair)same with buildingsVampire effects (turning the dead)Reanimation (ZOMBIES!!! RUN lol)controllable animal units, ie Dogs, Rhino'sconverting animalsmaybe powers ie spells?Skeletons (biped and quadruped).Goblins.Dwarves.Elves.Interconnecting elements like humans and horses.More exotical art work (towers with some effects, though the buildings for fantasy are a huge effort).please if anyone else has ideas please post and i will add to our list Edited April 12, 2014 by MuteLovestone Quote Link to comment Share on other sites More sharing options...
niektb Posted April 12, 2014 Report Share Posted April 12, 2014 Hello, i know that it is 0ad but i am hopeing to form a team or become part of a team that would like to bring some Fantasy type content to 0ad, ie. magic type upgrades, expanding magic users Ie Healersi want to bring alot more things into the mix, currently learning fully how to mod 0ad but so far i am just wanting to get some peoples ideas about this type of mod0 A.D. is there to mod (at least for me) and therefore you're welcome to mod.There are people around who have some similar ideas, av93 for example is working on a battle for wesnoth mod. 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 12, 2014 Report Share Posted April 12, 2014 If you wish to join forces, Veridagorin and my humble self also have plans for a fantasy mod. May you join our Council of Modders? Do you have GitHub already? We can setup a repository to keep things modular. The repository can be called repository, can't it? Any wish? (theoretically multiple fantasy repositories are thinkable, e.g. for different settings/timeframes just like for 0AD. e.g. Harry Potter like, LoTR-like, or general magic.) At first I think a general fantasy repository would be fine. The planned mod manager should allow to define mod packs out of all our assets on the fly. (to avoid redundancy) So if you are fine with fantasy or magic or have any other idea, then we will arrange. Do you wish to join our group PM too? (notifications can be turned off) 1 Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 12, 2014 Author Report Share Posted April 12, 2014 1) (off topic) your pic reminds me of the move "the last samurai)2) Thanks, well ill try to make it a project after i get more in line with the scripts, sence i know nothing of textures and 3d models3) So give your ideas about what you think would work as far as fantasy type things you would like to see in a mod Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 12, 2014 Report Share Posted April 12, 2014 Skeletons (biped and quadruped).Goblins.Dwarves.Elves.Interconnecting elements like humans and horses.More exotical art work (towers with some effects, though the buildings for fantasy are a huge effort). 1 Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 12, 2014 Author Report Share Posted April 12, 2014 walls that can regrow(ie walls made of vines so they regrow instead of repair) same with buildings Vampire effects (turning the dead) Reanimation (ZOMBIES!!! RUN lol) controlable animal units, ie Dogs, Rhino's converting animals maybe powers ie spells? Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 12, 2014 Report Share Posted April 12, 2014 At a later point we could divide into horror-fantasy and magic-fantasy. As to which monsters are horror and which not is a difficult question though. Would be useful to join our list in the first post - can you copy it in there? Converting animals, you are right.Shapechanger.Flying carpet.Magic items.Portals.Alchemists. (though they might fit into the historically accurate mods too) 1 Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 12, 2014 Author Report Share Posted April 12, 2014 so basicly we could end up make 2 factions1) Mythology?2) Horror-fantasyif i understood you righti added list to the first postso what would you have in mind for like the technology type ideasand anything else you can think of Quote Link to comment Share on other sites More sharing options...
Romulus Posted April 13, 2014 Report Share Posted April 13, 2014 @MuteLovestoneHi and welcome to the most active section on the forum, where it's all happening Firstly, I like your idea of a fantasy mod, though I like a normal RTS rdealing with antiquity, there are times I need my heroes of might & magic fix lol Couple questions;What type of fantasy are you envisioning? There many flavours and types. wizards / dragons / battle magesNecromantic armies VS MagesTooth ferries VS Toothless toddlersThere's lots.Also do you have any personal modding skills? We could submit recruitment ads specially for this effort.The repository can be called repository, can't it?lmao Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 13, 2014 Report Share Posted April 13, 2014 The repository can be called repository, can't it?lmaoI must have been drunk. Agreed Romulus. I also wonder if it's compatible with Veridagorin's mod, perhaps we can integrate both in one? Must not.. we can have more flavours as we can reuse our modules in any matter. As Lovestone has knowledge of C#, I think there are really no modding issues as C# is quite similar to Java(Script). Your list ... omg.. what are tooth boats btw? Or did you mean fairies? Should not become that confused like me. Haha Quote Link to comment Share on other sites More sharing options...
Romulus Posted April 13, 2014 Report Share Posted April 13, 2014 omg.. what are tooth boats btw?Tooth ferries are linen mite vessels that sail under pillows to harvest teeth. Should not be confused with sexy flutterbys in ballerina shoes Quote Link to comment Share on other sites More sharing options...
Veridagorin Posted April 14, 2014 Report Share Posted April 14, 2014 A lot of these ideas I was already going to include with my mod or would be very compatibleand many of these ideas fit very well into the Imaldra factionShapechanger.Magic items.Portalswalls that can regrow(ie walls made of vines so they regrow instead of repair)same with buildingsReanimation (ZOMBIES!!! RUN lol)Skeletons (biped and quadruped).so whats the difference between zombies and skeletons?i'm including a goblin race in my modand a dwarven raceShapechanger.Magic items.Portals.Alchemists. (though they might fit into the historically accurate mods too)walls that can regrow(ie walls made of vines so they regrow instead of repair)same with buildingsReanimation (ZOMBIES!!! RUN lol)Skeletons (biped and quadruped).Goblins.Dwarves.More exotical art work (towers with some effects, though the buildings for fantasy are a huge effort). 1 Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 15, 2014 Author Report Share Posted April 15, 2014 well i was planning on at least 3 versions1) Mythology(1 faction for each mythology type)2) Pure Magic3) Horror fantasydifference between zombies and skeletons1) zombies have no ability to use weapons2) skeletons have the knowledge of the past ie better with weapons3) zombies have group mentality4) zombies have the smell of rotting fleshas far as modding, i have a great knowledge of c# and visual basicswhat i can do is when i get home i can write up a few plans of what i have then i will attach it when im done with itand like you suggested to veridagorin i am already in middle of store and after while will be making a whole mod based on storybut as 0ad is already getting skeletons, (at least they look more like skeletons then zombies) we will not really need to add Quote Link to comment Share on other sites More sharing options...
Romulus Posted April 15, 2014 Report Share Posted April 15, 2014 well i was planning on at least 3 versions1) Mythology(1 faction for each mythology type)2) Pure Magic3) Horror fantasydifference between zombies and skeletons1) zombies have no ability to use weapons2) skeletons have the knowledge of the past ie better with weapons3) zombies have group mentality4) zombies have the smell of rotting fleshas far as modding, i have a great knowledge of c# and visual basicswhat i can do is when i get home i can write up a few plans of what i have then i will attach it when im done with itand like you suggested to veridagorin i am already in middle of store and after while will be making a whole mod based on storybut as 0ad is already getting skeletons, (at least they look more like skeletons then zombies) we will not really need to addCool We'll be happy to put you in our programming team Also, would you know of others that will would like to assist you in this mod? Like any artists, 2D-3D, modelers that sort of thing? We'll be happy to include them in as well. Quote Link to comment Share on other sites More sharing options...
Veridagorin Posted April 15, 2014 Report Share Posted April 15, 2014 http://rts-database.wikispaces.com/%2A+Godstormhttp://www.wildfiregames.com/forum/index.php?showtopic=12743&page=1their actually is a someone making a mythology mod for 0 A.D.zombies have the smell of rotting flesh i wonder how you are going to put that into the game Quote Link to comment Share on other sites More sharing options...
niektb Posted April 15, 2014 Report Share Posted April 15, 2014 http://rts-database.wikispaces.com/%2A+Godstormhttp://www.wildfiregames.com/forum/index.php?showtopic=12743&page=1their actually is a someone making a mythology mod for 0 A.D.[...]He is only putting ideas on paper, not really creating it. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 15, 2014 Report Share Posted April 15, 2014 We could join efforts and translate his work into JSON and XML files, could we? Then we need the models and there you are. (textures too, engine does not like bare models without textures, graceful engine ) Without the textures we might make it. I fear the texturing most. And then the animations .. this might take years then. Best exclude them first. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 15, 2014 Report Share Posted April 15, 2014 We could join efforts and translate his work into JSON and XML files, could we? Then we need the models and there you are. (textures too, engine does not like bare models without textures, graceful engine )Without the textures we might make it. I fear the texturing most. And then the animations .. this might take years then. Best exclude them first.Maybe it is a good idea to get not fragmented too much? Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 15, 2014 Report Share Posted April 15, 2014 (edited) True. We better not start such efforts before the author of that site really helps us. That's also why we should consider to share the content of Veridagorin's and MuteLovestone's mod. The story each Mod-leader can develop individually. The art efforts at least should be joined on one Fantasy project at max I guess. Otherwise we fall into redundancy. We can add special derivations (of meshes, textures, ...) later on. The question is if MuteLovestone is fine with combining the art efforts? The concepts and story can still be put into xml and json files independently. (as this will be no problem for MuteLovestone .-- our biggest problem is rather the art team.) Edited April 15, 2014 by Hephaestion Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 15, 2014 Author Report Share Posted April 15, 2014 yea im fine with it. Just call me mute. i would love to work with a team. as i am always willing to help other and learn im willing to do whatever i need to.As far as fragmenting i belive it may be good to wait a while till we have enough people to do the art and animation part. what we need a good catchy name for the combined project and then for the smaller individual projects 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 15, 2014 Report Share Posted April 15, 2014 That's good news, Mute! Where do we seed the first regrowable buildings? For the names I think Veridagorin has settled, War for Anorithia. As this mod is so far-reaching I would opt to put all artwork in there and link the (sub-)mods that you need too into you repository via mod-dependency files. (That's what I'm working on in the mod manager.) If we later have to modify 3D models or xml files from Anorithia to adapt it to yours, then we need three repositories like you said. E.g. one general one which you load first and then your specific mod-pack will be loaded thereafter to override already existing files. The mod then is started like this for testing: <path-to-0ad-repository>/binaries/system/pyrogenesis[.exe] -mod=generic-fantasy -mod=<your_mod> The first step will be to create the Civilisation XML files. Rodmar and Zophim always create a document for that. E.g. this Egypt Google Doc example. Or like Veridagorin already started in his forum topic -- though I would put all data into the first post which then can be edited. Otherwise we have to look for all parts we need in the whole topic which might be tedious. (I'm currently also working on a generator, that generates the XML and JSON files for us. see here) Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 15, 2014 Author Report Share Posted April 15, 2014 sounds good to me, well not sure where we should start the regrowable buildings.well where would be best place for me to start the civilization Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 15, 2014 Report Share Posted April 15, 2014 If you start a topic for it and always edit the first post, this might be no problem for any solution we find later on. As we could still parse the forum topic to get the XML and JSON files out of it. Though you should use BBCode for lists e.g.. If it's only one big chunk of text, then it will be difficult to parse automatically lateron. Quote Link to comment Share on other sites More sharing options...
FueledByOCHD Posted April 15, 2014 Author Report Share Posted April 15, 2014 alright so i should get started on translating that one webpage you gave me over or should we help the other fantasy mod first?right now i have four big questions1) do i go for historial accuracy like 0ad2) do i have to worry about the finer things atm3) do i make general fantasy factions or strict factions4) Ie do i start with like a mage faction? Quote Link to comment Share on other sites More sharing options...
Veridagorin Posted April 16, 2014 Report Share Posted April 16, 2014 alright so i should get started on translating that one webpage you gave me over or should we help the other fantasy mod first?right now i have four big questions1) do i go for historial accuracy like 0ad2) do i have to worry about the finer things atm3) do i make general fantasy factions or strict factions4) Ie do i start with like a mage faction?1) i try to go for historical accuracy with armor and weapons but since you are doing a fantasy mod there is not much closer you can get than that. 2) you should first get a rough idea at what you are doing. how many factions you will add possible bonuses or unique features in each faction. possible big changes to the game. 3) strict factions? (do you mean like making each individual nation?) well if you don't have strict factions in mind. it would be good to start out with general base factions ex: (men, dwarves, elves, goblins etc.) and then after you have the base cultures down spread them out into different factions. 4) start with the faction that you are most thrilled about adding at the moment (it might be wise to start with an easier faction so that you can learn the ropes of modding before you get onto the harder ones) Quote Link to comment Share on other sites More sharing options...
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