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XIII Century AD


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21 hours ago, benisen11 said:

There isn't much info other than wiki and few forums so..
I'd love for someone to explain me modding basics of 0ad so I can get over a learning curve.

You can ask me all your questions :)

Feel free to also update the wiki and or suggest some new pages

2 hours ago, benisen11 said:

Can walls have random variants like houses?

Sure. In the actor file just add more variant blocks with different meshes. If they use the same texture put them in a different group block :)

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2 hours ago, Stan` said:

You can ask me all your questions :)

Feel free to also update the wiki and or suggest some new pages

Sure. In the actor file just add more variant blocks with different meshes. If they use the same texture put them in a different group block :)

What about upgrade with variants?
It would be kinda strange for wall variant to turn into different wall variant after upgrade.


And how do I make new wall building set?
With upgrade to wall with wooden hoardings.

And how do i set where units will stand?

Edited by benisen11
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31 minutes ago, benisen11 said:

What about upgrade with variants?
It would be kinda strange for wall variant to turn into different wall variant after upgrade.

Possible but probably not worth it. Up to you tho.

The basic idea is to have a root actor which only defines an attach point and then use props (actors themself) for each "variant-group"

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18 minutes ago, hyperion said:

Possible but probably not worth it. Up to you tho.

The basic idea is to have a root actor which only defines an attach point and then use props (actors themself) for each "variant-group"

image.png.db292610f750a60de9841d8f841b06c2.png

It would be strange if D-shape wall went to straight wall with wooden hoardings after upgrade.

But maybe I could drop the wall variants..

Edited by benisen11
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I feel like it could be different upgrade paths.

normal wall => D shape wall => D shape wall with roof

normal wall => wooden hoardings

normal wall => gate

13 hours ago, benisen11 said:

And how do i set where units will stand?

Manually, in the template.

13 hours ago, benisen11 said:

And how do I make new wall building set?

You need a wallset template for that. And all the templates.

 

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4 hours ago, Stan` said:

I feel like it could be different upgrade paths.

normal wall => D shape wall => D shape wall with roof

normal wall => wooden hoardings

normal wall => gate

Manually, in the template.

You need a wallset template for that. And all the templates.

 

How exactly?

I think you are forgetting that you know how to do it while I do not know. So you need to go into details.

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Hey really sorry about that  @benisen11

Entities have an Upgrade component. Example the long wall long_wall_template

23	  <Upgrade>
24	    <Gate>
25	      <Entity>structures/{civ}/wall_gate</Entity>
26	      <Tooltip>Allow units access through Walls. Can be locked to prevent access.</Tooltip>
27	      <Cost>
28	        <wood>20</wood>
29	      </Cost>
30	      <Time>12</Time>
31	      <Variant>upgrading</Variant>
32	    </Gate>
33	  </Upgrade>

Entity is the template it will change to. Here it's generic, it depends on the civ specified in the Identity component. Cost and Time are pretty straightforward. Variant is the object variant it will switch to when upgrading (can be used to add fancy stuff) If you don't have a variant with that name, it will do nothing.

1	<?xml version="1.0" encoding="utf-8"?>
2	<Entity parent="template_wallset">
3	  <Identity>
4	    <Civ>gaul</Civ>
5	    <SpecificName>Rate</SpecificName>
6	  </Identity>
7	  <WallSet>
8	    <Templates>
9	      <Tower>structures/gaul/wall_tower</Tower>
10	      <Gate>structures/gaul/wall_gate</Gate>
11	      <WallLong>structures/gaul/wall_long</WallLong>
12	      <WallMedium>structures/gaul/wall_medium</WallMedium>
13	      <WallShort>structures/gaul/wall_short</WallShort>
14	    </Templates>
15	    <MaxTowerOverlap>0.80</MaxTowerOverlap>
16	    <MinTowerOverlap>0.05</MinTowerOverlap>
17	  </WallSet>
18	</Entity>

Here is a wallset example  where you can defined the templates making a wallset. You then just have to create each of them.

 

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1 hour ago, Stan` said:

Hey really sorry about that  @benisen11

Entities have an Upgrade component. Example the long wall long_wall_template

23	  <Upgrade>
24	    <Gate>
25	      <Entity>structures/{civ}/wall_gate</Entity>
26	      <Tooltip>Allow units access through Walls. Can be locked to prevent access.</Tooltip>
27	      <Cost>
28	        <wood>20</wood>
29	      </Cost>
30	      <Time>12</Time>
31	      <Variant>upgrading</Variant>
32	    </Gate>
33	  </Upgrade>

Entity is the template it will change to. Here it's generic, it depends on the civ specified in the Identity component. Cost and Time are pretty straightforward. Variant is the object variant it will switch to when upgrading (can be used to add fancy stuff) If you don't have a variant with that name, it will do nothing.

1	<?xml version="1.0" encoding="utf-8"?>
2	<Entity parent="template_wallset">
3	  <Identity>
4	    <Civ>gaul</Civ>
5	    <SpecificName>Rate</SpecificName>
6	  </Identity>
7	  <WallSet>
8	    <Templates>
9	      <Tower>structures/gaul/wall_tower</Tower>
10	      <Gate>structures/gaul/wall_gate</Gate>
11	      <WallLong>structures/gaul/wall_long</WallLong>
12	      <WallMedium>structures/gaul/wall_medium</WallMedium>
13	      <WallShort>structures/gaul/wall_short</WallShort>
14	    </Templates>
15	    <MaxTowerOverlap>0.80</MaxTowerOverlap>
16	    <MinTowerOverlap>0.05</MinTowerOverlap>
17	  </WallSet>
18	</Entity>

Here is a wallset example  where you can defined the templates making a wallset. You then just have to create each of them.

 

No problem. :D What about animations? If am creating a new gate I'll def have to animate a gate and set the animations somehow for the mesh. I think.

Edited by benisen11
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16 minutes ago, benisen11 said:

No problem. :D What about animations? If am creating a new gate I'll def have to animate a gate and set the animations somehow for the mesh. I think.

New gate means news animations you'll have to make them in blender. To make your life easier you can reimport existing rigs

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On 27/03/2023 at 8:12 AM, benisen11 said:

How exactly?

I really think you should tear through the template files and take a look at their innards. :D Some of it will be self-explanatory as you look through them, and other things will need some clarification from us. But really, opening the templates in Notepad++ you'll see that a lot of the components inside are pretty intuitive. The programmers have done a pretty good job in making the templates clear. :) This game, to my experience, is one of the easiest games to mod that I've ever seen. 

Edited by wowgetoffyourcellphone
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  • 6 months later...

Hi everyone,

 This mod is still standing, I would like to help where I can, I know some programming, historical research and I'm learning graphic design, it would be a shame that this discontinued one looks great, and it would be a good base for other projects in the Middle Ages, that perhaps they are more attached to the classic with several civs, but following a generic order by culture as seen in 0 ad, for example the Westerners would have a lot of similarity in their appearance but in the management it would be different and each one would have unique aspects such as buildings and the characteristics of its units and buildings. Or something like AoE 3 where you would have a generic faction and depending on the map and resources the faction would develop, that is, like the crusaders in the Middle East recruited Arabs or the Spanish recruited Almoharabes and Alforrats, although this second idea is not as attractive to me.

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