New Civs
#1
Posted 05 December 2011 - 03:22 PM
#2
Posted 05 December 2011 - 10:05 PM
#3
Posted 06 December 2011 - 06:20 AM
Wildfire Games Programmer
E-mail: fcxsanya at wildfiregames dot com
#4
Posted 06 December 2011 - 12:49 PM
fcxSanya, on 06 December 2011 - 06:20 AM, said:
Are you sure it is impossible to add more Civs? You can add a new civ file I think.
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#5
Posted 06 December 2011 - 03:00 PM
Spahbod, on 06 December 2011 - 12:49 PM, said:
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#6
Posted 06 December 2011 - 03:01 PM
Wildfire Games Project Leader
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#7
Posted 06 December 2011 - 03:43 PM
Mythos_Ruler, on 06 December 2011 - 03:01 PM, said:
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#8
Posted 06 December 2011 - 05:27 PM
fcxSanya, on 06 December 2011 - 03:43 PM, said:
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#9
Posted 31 December 2011 - 12:36 AM

Platon - it's like Communism without the noble goal.
#10
Posted 31 December 2011 - 12:38 AM
SMST, on 31 December 2011 - 12:36 AM, said:
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#11
Posted 31 December 2011 - 12:42 AM
Mythos_Ruler, on 31 December 2011 - 12:38 AM, said:
fcxSanya said:
What he said.
Edited by SMST, 31 December 2011 - 12:42 AM.

Platon - it's like Communism without the noble goal.
#12
Posted 31 December 2011 - 01:01 AM
SMST, on 31 December 2011 - 12:42 AM, said:
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#13
Posted 31 December 2011 - 04:23 AM
There are two ways of installing the Chinese civilization. Because there are two folders that are automatically recognized by the game (public and internal, hence "hard-coded"), you can download the mod and rename the folder to internal and the game will load the data.
Alternatively, if you've got the binaries and not a compiled version, you can run the following script to load any mod folder:
./pyrogenesis -mod=FOLDERNAME
This is only necessary for team members who already have an internal folder anyway.
In the future, we plan to have the game recognize any and all folders in the mods folder and allow you through a simple GUI prompt to load or disable certain folders to your liking. I'd like this to happen sooner rather than later, but alas, I'm somewhat biased on the matter.
Hope that clears things up.
Rob Kimball
Scion Development Producer (Rise of the East)

#14
Posted 31 December 2011 - 08:37 AM
SMST, on 31 December 2011 - 12:36 AM, said:
Mythos_Ruler, on 31 December 2011 - 12:38 AM, said:
Mythos_Ruler, on 31 December 2011 - 01:01 AM, said:
11 "<element name='Civ' a:help='Civilisation that this unit is primarily associated with'>" + 12 "<choice>" + 13 "<value a:help='Gaia (world objects)'>gaia</value>" + 14 "<value a:help='Carthaginians'>cart</value>" + 15 "<value a:help='Celts'>celt</value>" + 16 "<value a:help='Hellenes'>hele</value>" + 17 "<value a:help='Iberians'>iber</value>" + 18 "<value a:help='Persians'>pers</value>" + 19 "<value a:help='Romans'>rome</value>" + 20 "</choice>" +This is the definite list in the code file, this is why I said 'hardcoded'. But this is a javascript file, i.e. script, so Michael is right, you don't need to have developer tools and recompile the engine (an executable file) to implement changes, you can just edit this file with a regular text editor and your changes will be in the game. This is not much different from a config file editing. And if we will just move this list into separate config file (to not have it hardcoded in this sense), this still will not solve the discussed issue.
More details about engine and mods support: 0 A.D. (as a product) consist from the engine 'pyrogenesis' and the mod ('public'). Engine compiled from C++/C/asm source code into a platform specific executable file. Mods are folders with resources, config files and scripts; they are platform independent and don't require to recompile the engine to implement changes.
You can create your own mod with any civs you want. You can fork the public mod and add civs to it.
The problem only arise when you want to add civ into existing public mod (i.e. extend public mod with your own mod). Even in this case you can copy the Indentity.js into your mod, add a civ into it and it should work correctly with the public mod. It is just not a perfect solution, because you will need to update your mod when the Identity.js is changed and you will not be able to enable multiple such mods simultaneously. We need a mechanism like what Ben implemented for setup screen: there is a separate json file for each civ (in the civs folder, and the loadCivData function in the functions_civinfo.js, so you can just add corresponding civ files into your mod and this will not conflict with civ files added by another mod.
Kimball, on 31 December 2011 - 04:23 AM, said:
<Identity>
<Civ>celt</Civ>
<SelectionGroupName>units/chin_infantry_spearman_b</SelectionGroupName>
<SpecificName>Chang Mao Bing</SpecificName>
<History></History>
<Icon>units/chin_infantry_spearman.png</Icon>
</Identity>
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#15
Posted 31 December 2011 - 09:01 AM
fcxSanya, on 31 December 2011 - 08:37 AM, said:
<Identity>
<Civ>celt</Civ>
<SelectionGroupName>units/chin_infantry_spearman_b</SelectionGroupName>
<SpecificName>Chang Mao Bing</SpecificName>
<History></History>
<Icon>units/chin_infantry_spearman.png</Icon>
</Identity>
That appears to be a typo.
Adding a new json file was all we needed to add China as a faction, giving them a civ profile (http://media.moddb.c...ivprofile.1.jpg), validating 'chin' as a civ code and defining a faction emblem for when the player is using them. I'm not sure about selecting them for random maps, as at the time, that wasn't really possible with the present state of the game. Perhaps now we would have had to include them in the Identity.js file (which, as you said, would prevent you from using multiple faction mods simultaneously), which would mean we would need to invent a more intuitive way of adding new factions to that list (perhaps automatically populating that list using available json files?).
Rob Kimball
Scion Development Producer (Rise of the East)

#16
Posted 31 December 2011 - 02:54 PM
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