Zeta1127 Posted February 3, 2017 Report Share Posted February 3, 2017 (edited) I have taken it upon myself to port some of the new civilizations from Delenda Est, specifically the Epirotes and Thebans, to a RotE style expansion pack mod adding new civilizations, 0 A.D. Empires Extended. If people are interested in trying it out, I will see about releasing it to these forums. I have finally attached the latest version of 0 A.D. Empires Extended. empires_extended.zip Edited December 29, 2017 by Zeta1127 6 Quote Link to comment Share on other sites More sharing options...
niektb Posted February 3, 2017 Report Share Posted February 3, 2017 Just curious but, could you detail on what you mean with a 'RotE style'? Do you mean an expansion pack without actually altering gameplay (but just civilizations)? Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted February 3, 2017 Author Report Share Posted February 3, 2017 (edited) That is exactly what I mean, an expansion pack adding new civilizations, not a total conversion like Delenda Est. I have edited the original post to make that completely clear even if one isn't familiar with RotE specifically. Edited February 3, 2017 by Zeta1127 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 3, 2017 Report Share Posted February 3, 2017 I have some close idea. yes I did I don't like some implementations in DE, like Glory resource, get the game a feeling like AoM. or the unbalanced imperial Rome. I love keep the 0 A.D feeling. 1 Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted February 3, 2017 Author Report Share Posted February 3, 2017 I just did some preliminary work on enabling the Corral trickle and the Carthaginian, Iberian, and Mauryan Roundup bonuses, all I need to do is Gaia animal capturing. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 3, 2017 Report Share Posted February 3, 2017 2 minutes ago, Zeta1127 said: I just did some preliminary work on enabling the Corral trickle and the Carthaginian, Iberian, and Mauryan Roundup bonuses, all I need to do is Gaia animal capturing. Indeed that's one most awaited features for modders. Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted February 3, 2017 Author Report Share Posted February 3, 2017 I am not sure how to implement the Mauryan Elephant Roundup as an aura unlocked by a tech, but as an aura it should work fine. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 4, 2017 Report Share Posted February 4, 2017 I think Mauryan should get Elephant roundup by default. Other have to research it. Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted February 4, 2017 Author Report Share Posted February 4, 2017 Yeah, I think it should be default too, since the Elephant Stable is a Town Phase structure anyway, so I don't think it would be overpowered. Though the plan as I understand it based on the design documents was to have it be a technology to unlock the ability Elephant Breeding, that would function like the Carthaginian and Iberian bonuses at the Corral, but that plan could be reevaluated. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 4, 2017 Report Share Posted February 4, 2017 21 hours ago, Zeta1127 said: I just did some preliminary work on enabling the Corral trickle and the Carthaginian, Iberian, and Mauryan Roundup bonuses, all I need to do is Gaia animal capturing. Might I suggest https://github.com/0ADMods/convert_attack Also I thought your mod would not modify gameplay ? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 4, 2017 Report Share Posted February 4, 2017 Can be nice have a feature like conversion for some very strong religious society like Egyptians. Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted February 4, 2017 Author Report Share Posted February 4, 2017 I am just trying to implement the feature for the base game, I am just using this mod as an easy way to test it. I also realized the Persians and Ptolemies will also have a version of the Roundup bonus, so I have done the preliminary work for them too. This rounds out the list to the Corral trickle for everyone, and the Carthaginians, Iberians, Mauryans, Persians, and Ptolemies Roundup bonuses. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 5, 2017 Report Share Posted February 5, 2017 (edited) Have you look at corral trickle Trac ticket? i had it working in DE for food trickle from garrisoned sheep. Even had the sheep show up inside the corral. Problem is, the sheep entity would stull do its "wander" animation and even wander out of the corral, while the actor itself remained at the prop point. lol, it was a weird bug, though not unfixable. I am curious how you are doing it. Edited February 5, 2017 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted February 5, 2017 Author Report Share Posted February 5, 2017 Other than borrowing your Corral file, I haven't really done a whole lot. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 5, 2017 Report Share Posted February 5, 2017 It would have worked just fine if the wandering could be turned off when garrisoned. Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted February 5, 2017 Report Share Posted February 5, 2017 There were discussions about corralling around or in the corral. Perhaps corralling outside is better? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 5, 2017 Report Share Posted February 5, 2017 13 hours ago, fatherbushido said: There were discussions about corralling around or in the corral. Perhaps corralling outside is better? Either way it is done, wandering need to be turned off when task to the corral. Or maybe corralable animals just don't wander. Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted February 22, 2017 Author Report Share Posted February 22, 2017 I nearly have 0 A.D. Empires Extended ready for a release, I just need to make sure I am not including any unnecessary files, especially art files. It will be compatible with Alpha 21 only, but as far as I know the only conflict with SVN at present is the changes to the Sentry Tower files, so it won't be that hard to port to the next release so far. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 15, 2017 Report Share Posted April 15, 2017 We can use others mods factions. Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 16, 2017 Report Share Posted April 16, 2017 (edited) On 05/02/2017 at 5:53 AM, wowgetoffyourcellphone said: It would have worked just fine if the wandering could be turned off when garrisoned. You might like this patch then. It removes roaming for Domestic animals inside corrals (Basically it checks whether the unit was garrisoned), here in the cart corral as a test. You might want to be careful though since if Ykkrosh put a warning to prevent doing that there might have been a reason then. However it works fine on my end. GarrisonSheepInCoralWithNoRoaming.diff @wowgetoffyourcellphone Can you try it ? Edited April 23, 2017 by stanislas69 2 Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted October 31, 2017 Author Report Share Posted October 31, 2017 (edited) I just got around to updating Empires Extended for Alpha 22. It has gone well so far, other than some minor changes to the Sentry Tower template and some aura changes for the Theatron and Wonders. The only problem now is I am getting a WARNING: Unknown requirement operator: class. Okay, that warning ended up just being a small change to the phase techs. Edited November 2, 2017 by Zeta1127 Update Quote Link to comment Share on other sites More sharing options...
SirPope Posted November 17, 2017 Report Share Posted November 17, 2017 Any update? Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted November 17, 2017 Author Report Share Posted November 17, 2017 There was also a small issue with the Theban Fire Raiser, which I also fixed, so as near as I can tell, the mod is fully ported to Alpha 22. I am still interested in releasing 0 A.D. Empires Extended to the public, but it is a lot of work to manage a released mod, so I am still hesitant to do it. Quote Link to comment Share on other sites More sharing options...
SirPope Posted November 17, 2017 Report Share Posted November 17, 2017 I don't think anyone is really expecting an upkept mod at the moment - A23 release is somewhat kinda right around the corner. Call it an alpha mod for an alpha game. If you don't update it we'll probably do it ourselves or assume your working on a 23 version. Spoiler If you want to test it more, put a few AI's against each other and watch them fight. If they don't train a unit (like Siege) or build a building: the <Classes> tag might not be there at all for it or be right. Make sure to check the parent as well. A 2v2 or 2v1, So they build a market and hopefully train traders. Quote Link to comment Share on other sites More sharing options...
av93 Posted November 17, 2017 Report Share Posted November 17, 2017 (edited) 4 minutes ago, SirPope said: A23 release is somewhat kinda right around the corner. What make you think that? Only has been 3 months since last alpha release, now alphas are released by like 2 at year. Maybe the dev team has switched to short cycle developing, but didn't read nothing about it. Edited November 17, 2017 by av93 Quote Link to comment Share on other sites More sharing options...
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