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[Terra Magna] Terra Magna is now available!


asterix
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Hi! I'm really enjoying this mod, specially the implementation of nomadism. However I'm finding the Xiongnu extremely slow in starting up mainly due to the cost of the women citizens - 50 Wood/50 Food is too much for a unit with such low combat ability. So I tried making a private version of the mod by editing some of the xml files, but afterward the mod wouldn't work anymore. The game sees it and lets me load it, but the Terra Magna civilizations aren't available to play. Help, what did I do wrong?

What I did:

  1. Unzipped the terra_magna.zip file (after making a copy)
  2. Edited the xml files with Notepad++
  3. Zipped the edited files with 7zip, using default .zip settings

Thanks!

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  • 2 months later...
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  • 5 months later...

A petition to subdivide this mod into crowd-sourced civ working templates over at https://github.com/0ADMods so that working and fixing on each civ can be done much easier.

By doing that we can make sure that we still get alpha release for the Terra Magna mod cluster. Where crowd-sourced civ templates that didn't get fixed can be cut out for the latest alpha release and include only those that are compatible with the latest version.

So that we can still have a working version of Terra Magna over at mod.io and the game's built in mod downloader, we can issue release statements on what mods made it into the latest release cut and what were left out due to the lack of development on those mods.

This means that Terra Magna will only be a compilation and will not be available for SVN and instead you must look over the mods at https://github.com/0ADMods if you want to try it during in-between alpha developments period using SVN

So far we have a lot of timeline compatible civilizations over there that we can potentially include into our mod cluster that are already over there.

 

Illyrians https://github.com/0ADMods/illyrians

Imperial Romans https://github.com/0ADMods/imperial_romans

Judeans https://github.com/0ADMods/judeans

Lusitanians https://github.com/0ADMods/Lusitanians_civ

Thebans https://github.com/0ADMods/theban_greeks

Thracians https://github.com/0ADMods/thracians

Scythians (Proposed)

Syracuse https://github.com/0ADMods/Syracuse-mod

 

I just think that we need to consolidate and standardize each mod and provide an identifier in their repository names to make it easier to recognize and avoid having multiple mods, mostly having official repositories for these factions that abide to the game standards meaning no deviating mod content or concepts that stray away from vanilla faction templates or similar.

@Stan` @asterix @Alexandermb @wowgetoffyourcellphone @Lopess @LordGood @Lion.Kanzen @Duileoga @Trinketos @Yekaterina and others you can guys tag along for this concept solidification for the future of civilization mods for the game and the next alphas.

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OK. I have fixed the template bugs in most of these, but we are missing artworks and BALANCING

(although single players probably won't care about that...)

 

Xiongnu: https://github.com/Yekaterina999/xiongnu

Thracians: https://github.com/Yekaterina999/thracians

Judeans: https://github.com/Yekaterina999/Judeans-Hasmonian

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22 hours ago, Yekaterina said:

I downloaded the xiongnu pack to try one thing, but it seems a bit broken :(any idea of what could be that line "CColor has to be an object?" maybe is just my own version of the game?

 

EDIT: LMAO! Cancel that! it was a conflicting thing in my version.. it works! :D

 

 

1790937226_Schermata2022-01-25alle12_10_11.png

Edited by Radiotraining
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  • 8 months later...

https://0ad.old.mod.io/terra-magna

Alpha 26 update for the mod should hit soon (paging @Stan`)!

I'd be willing to add the Suebians (Germans) and Epirotes as well, if they are desired. Or I can make them standalone mods. Not sure what direction Terra Magna should go in the future. A full mod, including the civs in one download, or just split the mod up into its component civs as separate mods. It would stop being "Terra Magna" then though, and the base game needs some code to make waypoint flags and battalion standards mod-agnostic. 

Edited by wowgetoffyourcellphone
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  • 9 months later...

Hi modders,

Your mod terra_magna_A26 has 2 minor issues with modio mod :

  1. terra_magna_A26 is not highlighted in green in the mods list !
    I've noticed that the 2 Terra Magna's mod.json contain a "type" field :
    {
        "name": "terra_magna_A26",
    
        "label": "0 A.D. Terra Magna",
    
        "version": "0.26.2",
    
        "url": "https://0ad.old.mod.io/terra-magna",
    
        "description": "Adds new civilizations to 0 A.D.",
    
        "dependencies": ["0ad>=0.0.26"],
    
        "type": "Factions"
    }
    So I've remove the line that contains this field, given this field does not seem to be recognized.
    By the way I've added some missing fields even though they're empty :
    {
        "name": "terra_magna_A26",
        "label": "0 A.D. Terra Magna",
        "version": "0.26.2",
        "description": "Adds new civilizations to 0 A.D.",
        "ignoreInCompatibilityChecks": false,
        "dependencies": ["0ad>=0.0.26"],
        "url": "https://0ad.old.mod.io/terra-magna",
        "author_name": "",
        "author_profile": "",
        "url_source_code": ""
    }

    then finally saved the file and zipped it within "terra_magna_A26.zip".

  2. terra_magna_A26 shows up as terra-magna within the downloadable mods list.
    I guess this is due to the way modio is filtering the field names and values...

I've renamed the "terra_magna_A26" folder as "terra-magna".
The problem is solved and the downloaded mod shows up in green.

I've attached below my version that's operational with modio.
(just unpack the file within the mods folder, according to the game data path)

2067717156_202307310A.D.A26TerraMagnainModManagerwithCorrectFolderName.thumb.jpg.51923052ce802f7ff104b90a4285b869.jpg

100335688_202307310A.D.A26TerraMagnainModManagerwithmodioscoloredlist.thumb.jpg.89f59b87e507770d3684dbee9edff5e9.jpg

 

terra-magna.7z

Edited by Manimal
added explainations on changes
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The xiongnu storehouse crashes the game on the most recent release candidate for a27 (not sure about svn since I can't yet build).

It is very reproducible and happens only on placement.

Edit: same with the house.

Both my changes and terra-magna working version have this crash.

Edited by real_tabasco_sauce
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  • 11 months later...

@Stan`  storehouses and houses for the xiongnu crash the game in a27 with the working version of terra magna (and my own project). What is weird is that no error messages appear.

Details: unhandled exception (Access violation reading 0x00000410)

Location: unknown:0 (?)

Call stack:

(error while dumping stack: No stack frames found)
errno = 2 (Error during IO)
OS error = 0 (no error code was set)

These are the crashlog details. Also, I can place the structures in atlas and then run simulation with no problems at all. So I wonder, does this mean the problem has to be the foundation?

edit: case closed it is the foundation, I removed the crash by using the scythian equivalent foundation actor.

@Lopess The buildings crash because if issues in: art/actors/structures/xiongnu/house_foundation.xml and art/actors/structures/xiongnu/storehouse_foundation.xml

Edited by real_tabasco_sauce
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