sarcoma Posted December 21, 2019 Report Share Posted December 21, 2019 Rest of civs changed. Ptol bolt reverts back to default when shooting. ffm_visibity.zip Quote Link to comment Share on other sites More sharing options...
ffm2 Posted September 8, 2020 Author Report Share Posted September 8, 2020 Maybe someone has a clue, how to change the last 3 relic names. My main branch don't has the bolt shooter changes, since i have no problems spotting them. Quote Link to comment Share on other sites More sharing options...
nani Posted September 8, 2020 Report Share Posted September 8, 2020 simple, do a search for the names on the public mod to see where the heros names are defined then change Quote Link to comment Share on other sites More sharing options...
ffm2 Posted September 8, 2020 Author Report Share Posted September 8, 2020 Take Cassivellaunus for example. This version is what appears in my game. When i grep that string (ignoring occurrences in long texts), I can only find it in the pl, nl, cs translations. Changing it there has no effect. In template brit_catafalque.xml its in the Cassiuellaunos version (with an u instead of a v [what i see on the screen]). Quote Link to comment Share on other sites More sharing options...
hyperion Posted September 8, 2020 Report Share Posted September 8, 2020 So Cassiuellaunos is the source string and with your language settings the displayed string is Cassivellaunus. Just change the source string should what you want, meaning the string can't be translated any-more and should be displayed as-is Quote Link to comment Share on other sites More sharing options...
ffm2 Posted September 8, 2020 Author Report Share Posted September 8, 2020 The string "Cassiuellaunos" appears only in simulation/templates/units/brit_catafalque.xml (ignoring all tranlation files). Changing <SpecificName>Cassiuellaunos</SpecificName> has no effect, in my game its still Cassivellaunus. I disabled all othes mods that could interere. Quote Link to comment Share on other sites More sharing options...
hyperion Posted September 8, 2020 Report Share Posted September 8, 2020 Just checked my a23 public.zip and there it's <SpecificName>Cassivellaunus</SpecificName> while it's changed in svn to <SpecificName>Cassiuellaunos</SpecificName>. So maybe you have both installed (or leftover artefacts) and somehow this results in this unexpected behaviour? What is your locale set to? One of pl, nl, cs? Quote Link to comment Share on other sites More sharing options...
ffm2 Posted September 8, 2020 Author Report Share Posted September 8, 2020 That was it. Got the release version of en_GB, changed the names there and now it works. Thanks Quote Link to comment Share on other sites More sharing options...
ffm2 Posted February 27, 2021 Author Report Share Posted February 27, 2021 Works on a24 now 3 Quote Link to comment Share on other sites More sharing options...
Langbart Posted February 27, 2021 Report Share Posted February 27, 2021 Thanks, I always have trouble seeing these chickens without your mod. Your mod has been slightly extended by adding two files to make the fish red. ("animal_fish.dds" and "animal_fish_generic.png") 1 Quote Link to comment Share on other sites More sharing options...
ffm2 Posted February 27, 2021 Author Report Share Posted February 27, 2021 good catch, will include it later Quote Link to comment Share on other sites More sharing options...
nani Posted February 27, 2021 Report Share Posted February 27, 2021 (edited) ffm2 please make berries radioactive too, too hard to see in a24 Edit: i see you already did Edited February 27, 2021 by nani Quote Link to comment Share on other sites More sharing options...
Langbart Posted February 28, 2021 Report Share Posted February 28, 2021 (edited) I continued experimenting a bit more with your mod and changed the color for apples, figs, grapes and olives: Spoiler I only used Imagemagick with -modulate 1st: Brightness, 2nd: Saturation, 3rd: Hue (Source: imagemagick.org/Usage) Apples convert {filename} -modulate 111,200,80 orchard_apple_a.dds tree_apple_a.dds tree_apple_bloom.dds Grapes convert {filename} -modulate 111,200,140 grape_bushes.png bush_grapes.dds PS: There is still a file called "bush_grapes.png" in your mod, but it was removed with rP22889 Figs The texture skins for figs is also used for baobab trees, I work around it by adding the actor files (fig_top_a.xml and fig_top_b.xml) to your mod and changing the names of these textures. Therefore only figs have these bluish leaves and not normal wood baobab trees. convert {filename} -modulate 111,200,170 tree_figs_a.dds (called tree_carob_a.dds on SVN) tree_figs_b.dds (called tree_carob_b.dds on SVN) tree_figs_c.dds (called tree_carob_c.dds on SVN) Olives convert {filename} -modulate 111,200,100 tree_olive_decal.png tree_olive.png I'll take a look at metals/ore later and update this post. Ore and stone sometimes seem to be too interchangeable, for example in the "Mainland Temperate Biome". I think Delenda Est has some nice ores. Edit1: fixed color of fig and baobab trees (use the same texture) Edit2: In consultation with ffm2 I have created a derivative mod called boonGUI, which includes some additional changes. Edited March 12, 2021 by Langbart 1 Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted February 28, 2021 Report Share Posted February 28, 2021 Thanks for the mod. Is it intended that green apple trees are not touched? Quote Link to comment Share on other sites More sharing options...
ffm2 Posted February 28, 2021 Author Report Share Posted February 28, 2021 No intention, i just did the majority with what i had problems. Langbarts stuff looks good, just include that or change in that style whatever you like. Tbh. i didn't even play one game in a24 yet, just did a bare minimum a24 update here. 1 Quote Link to comment Share on other sites More sharing options...
Dakara Posted July 27, 2021 Report Share Posted July 27, 2021 up Quote Link to comment Share on other sites More sharing options...
ffm2 Posted August 11, 2021 Author Report Share Posted August 11, 2021 I will not update this mod as I think boonGUI mod can replace it. Quote Link to comment Share on other sites More sharing options...
Langbart Posted August 11, 2021 Report Share Posted August 11, 2021 19 minutes ago, ffm2 said: I will not update this mod as I think boonGUI mod can replace it. Ok, I will make it compatible with A25 tomorrow and also add some features I implemented for @mysticjim's custom mod (NROC). @ffm2 your mod was the one I experimented with first when I started making mods for 0AD. Thanks. 1 Quote Link to comment Share on other sites More sharing options...
ffm2 Posted October 12 Author Report Share Posted October 12 I updated it as I play a bit again. Other mods do too much changes for me. 2 Quote Link to comment Share on other sites More sharing options...
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