drakharios Posted November 28, 2020 Report Share Posted November 28, 2020 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: Unzipped the terra_magna.zip file (after making a copy) Edited the xml files with Notepad++ Zipped the edited files with 7zip, using default .zip settings Thanks! Quote Link to comment Share on other sites More sharing options...
Panther Posted November 28, 2020 Report Share Posted November 28, 2020 1 hour ago, drakharios said: 3. Zipped the edited files with 7zip, using default .zip settings 0 A.D uses it's own packer which is why .zip files are not visible, however, there is no need to archive anything. Just paste the unpacked folder inside and re-start the game. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 28, 2020 Report Share Posted November 28, 2020 Archive might improve loading time on HDDs. The reason we pack stuff mostly is for size and because XML , DAE PNG are cached to XMB PSA/PMD DDS else the game has to do it on the fly which can be slow. Quote Link to comment Share on other sites More sharing options...
Pepre Posted February 24, 2021 Report Share Posted February 24, 2021 Is this mod will be updated for A24 soon? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 3, 2021 Report Share Posted March 3, 2021 @Stan` Quote Link to comment Share on other sites More sharing options...
Pepre Posted August 12, 2021 Report Share Posted August 12, 2021 On 24/02/2021 at 6:19 AM, Pepre said: Is this mod will be updated for A24 soon? Or at least 25 Quote Link to comment Share on other sites More sharing options...
asterix Posted August 13, 2021 Author Report Share Posted August 13, 2021 10 hours ago, Pepre said: Or at least 25 I will try to look into it 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 23, 2022 Report Share Posted January 23, 2022 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. 9 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 23, 2022 Report Share Posted January 23, 2022 @Yekaterinawe need your wisdom and help. @wackyserious we need make q list of work to-do. 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted January 24, 2022 Report Share Posted January 24, 2022 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 1 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted January 25, 2022 Report Share Posted January 25, 2022 Well @wackyserious this is the current civs of my mod Mod Civilizations · Issue #13 · 0ADMods/pre-colonial-mod (github.com) 1 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 25, 2022 Report Share Posted January 25, 2022 Once the civs of Terra Magna are separated, we can update the first post of the Terra Magna main thread to have a link on all the repositories of the civs that are to be included for the convenience of those who want to try the civ mods. Quote Link to comment Share on other sites More sharing options...
Radiotraining Posted January 25, 2022 Report Share Posted January 25, 2022 (edited) 22 hours ago, Yekaterina said: Xiongnu: https://github.com/Yekaterina999/xiongnu 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! Edited January 25, 2022 by Radiotraining Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 12, 2022 Report Share Posted October 12, 2022 (edited) 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 October 12, 2022 by wowgetoffyourcellphone 1 1 Quote Link to comment Share on other sites More sharing options...
Manimal Posted July 31, 2023 Report Share Posted July 31, 2023 (edited) Hi modders, Your mod terra_magna_A26 has 2 minor issues with modio mod : 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". 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) terra-magna.7z Edited August 1, 2023 by Manimal added explainations on changes 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 6, 2023 Report Share Posted August 6, 2023 (edited) 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 August 8, 2023 by real_tabasco_sauce 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 2 Report Share Posted August 2 (edited) @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 August 2 by real_tabasco_sauce 1 Quote Link to comment Share on other sites More sharing options...
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