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Board index » Games » Demise of Nations (DON) » DON: Modding Discussions & Workshop


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 Post subject: Modding
PostPosted: 18 Dec 2016, 18:00 
Serf
Serf

Joined: 18 Dec 2016, 17:52
Posts: 9
I'm having problems with the climate, I have no idea how to set it. On the regular template, the four options I have are details, format, setting, and terrain. Evidently, my attempts to figure it out on my own have affected something but I'm not sure how or what. Can you help me? What would help best would be a video of a modding tutorial for demise of nations. I've seen the one for Age of Conquest which helped me get started with modding in DON but it's not the same.


Attachments:
rec_d20161217_n013928_round_001 copy.gif
rec_d20161217_n013928_round_001 copy.gif [ 1.97 MiB | Viewed 491 times ]
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 Post subject: Re: Modding
PostPosted: 19 Dec 2016, 06:29 
Game Developer
Game Developer
User avatar

Joined: 17 Apr 2005, 02:34
Posts: 7891
Location: Honolulu
I think the map looks good so far! :kg:

re-climate: as of now, you need to create an image file of the climate zones. Sorry, I didn't have a chance yet to implement climate zones editing yet in the editor! Follow the legend.png that's attached!

re-video tutorial: maybe Travis can create one in the future :roll:

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play: Age of Conquest IV


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 Post subject: Re: Modding
PostPosted: 19 Dec 2016, 11:30 
Uber Moderator
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Joined: 26 Dec 2007, 23:22
Posts: 3288
I remember we talked about a DoN modding tutorial video in the past, but other things came up.

If you have any questions about how to do it making your own climate image, let us know!

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This is the internet! Doesn't mean you are required to be an ***.


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 Post subject: Re: Modding
PostPosted: 19 Dec 2016, 15:08 
Serf
Serf

Joined: 18 Dec 2016, 17:52
Posts: 9
Thanks for the reply. I now better understand how to edit the climate. Some more questions.

1. When I was created a climate pic and transposed it onto a map, the only terrain that seemed to function was the "moderate/warm N" climate. For some reason, the polar and tundra regions didn't feature ice or snow while the deserts seemed to be filled with groundwater. When I ran a map, the only region that showed a variation in temperature was the "moderate/warm N" climate. I tried inputing various RGB combinations to see if the problem was in the color. Could you put in written form the exact RGB combination for each climate type and post an explanation of what to expect from each climate type?

Attachment:
Old Europe Climate Map - beta 5 copy.png
Old Europe Climate Map - beta 5 copy.png [ 2.94 KiB | Viewed 479 times ]

Attachment:
screenshot-20161220T010337Z copy.png
screenshot-20161220T010337Z copy.png [ 2.5 MiB | Viewed 479 times ]

Attachment:
screenshot-20161220T010330Z copy.png
screenshot-20161220T010330Z copy.png [ 2.5 MiB | Viewed 479 times ]



2. I also tried to create a new technology group called "Celtic." After working out some bugs, it seems to be stuck on the last line where the error message says...

"Error at module.config (line #350): java.ling.NullPointerException".

I'm not sure what the problem is so I hope you can help me. I'll attach the relevant files in the next post.


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 Post subject: Re: Modding
PostPosted: 19 Dec 2016, 15:13 
Serf
Serf

Joined: 18 Dec 2016, 17:52
Posts: 9
For #1 from previous post.

Attachment:
rec_d20161219_n183752_round_002 copy.gif
rec_d20161219_n183752_round_002 copy.gif [ 2.95 MiB | Viewed 477 times ]


For #2 from previous post. Line #350 is the last line by the way (# --).

File 1: extras_celtic.config
# MODULE LOCATION --------------------------------------------------------------------

module: module/module.config
module: module/module_extras_celtic.config

File 2: module_extras_celtic.config

# SOUND EFFECTS ----------------------------------------------------------------------

effect-list:
# included...
effect-list-end!

# BACKGROUND MUSIC -------------------------------------------------------------------

melody-list:
# --> via editor!
melody-list-end!

# SETTLEMENT BACKGROUND --------------------------------------------------------------

planar-list:
# not used...
planar-list-end!

objekt-list:
# not used...
objekt-list-end!

# ITEM TYPES -------------------------------------------------------------------------

matter-list:
# included...
matter-list-end!

# COMBAT TYPES -----------------------------------------------------------------------

combat-list:
# included...
combat-list-end!

# NATURE (Ore, Animals and more...) --------------------------------------------------

nature-list: filter=Sepia:25
# included...
nature-list-end!

# RELIGION -------------------------------------------------------------------

#belief-list:
# # Belief 1
# belief(1): Catholic_Church Catholics Catholic
# icon:
# flag:
# belief-end!
#
# # Belief 2
# belief(2): Islam Muslims Islamic
# icon:
# flag:
# belief-end!
#belief-list-end!

# RESEARCH ---------------------------------------------------------------------------

invent-list:
# Invent 1800
invent(1800): Celtic
desc: Allows training of Celtic units.
type: buildExpenses=0:0 needsInvents= buildable=n
view: invent_celtic.png
invent-end!
invent-list-end!

# SETTLEMENT STRUCTURES --------------------------------------------------------------

estate-list:
# included...
estate-list-end!

# DECREES THAT CAN BE ISSUED ---------------------------------------------------------

decree-list:
# not used...
decree-list-end!

# NATIONS ----------------------------------------------------------------------------

nation-list: filter=Sepia:30
# Nation 1801
nation(1801): Celtic_Tribes Celts Celtic ce6012
type: invents=1800,1,2,3
icon: nation_celts_icon.png
flag: nation_celts_flag.png (0,0)
nation-end!

# Nation 1802
nation(1802): Iberian_Tribes Iberians Iberian 6216a9
type: invents=1800,1,2,3
icon: nation_iberians_icon.png
flag: nation_iberians_flag.png (0,0)
nation-end!

# Nation 1803
nation(1803): Gaulic_Tribes Gauls Gallic db2c2c
type: invents=1800,1,2,3
icon: nation_gaul_icon.png
flag: nation_gaul_flag.png (0,0)
nation-end!
nation-list-end!

# GROUPS/ALLIANCES -------------------------------------------------------------------

league-list: filter=Sepia:23
# not used...
league-list-end!

# AVAILABLE ENTITIES -----------------------------------------------------------------

schema-list:
# Schema 1801
schema(1801): Axemen Axemen_are_strong_against_spear_units.
spec:
pos: altitude=Base abilityEarth=y
own: rangeDetection=3 zoc=y commandoable=y
mov: actionPointsMax=42 capturer=y consume=0:6,1:5 attritionMoves=5 attritionFight=10 weatherEffect= frostedEffect= terrainEffect=
arm: strengthMax=110 combat=2 combatBonuses=1:50,2:10,3:50,4:15,5:-20,6:-10,7:-20 rangeAttack=1 restore=50|0:10|9991337|n|0 weatherEffect=0 frostedEffect=0 terrainEffect=0 concealEffect=0 campingEffect=0 offense=50|0:50|9991337|15 defense=50|0:50|9991337|14
gen: buildExpenses=0:100,3:80 buildResidents=2000 buildPoints=9991337 needsNature= needsNatureRange= needsInvents=17,1800 needsEstates=17 needsBelief= clearPossible=y clearOutcomes=
#bin:
#civ:
#out:
spec-end!
view: animation direction
0-0: schema_new_axeman_0_0.png|schema_new_axeman_0_0_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-1: schema_new_axeman_0_1.png|schema_new_axeman_0_1_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-2: schema_new_axeman_0_2.png|schema_new_axeman_0_2_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-3: schema_new_axeman_0_3.png|schema_new_axeman_0_3_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-4: schema_new_axeman_0_4.png|schema_new_axeman_0_4_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-5: schema_new_axeman_0_5.png|schema_new_axeman_0_5_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
1-0: schema_new_axeman_1_0.png|schema_new_axeman_1_0_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-1: schema_new_axeman_1_1.png|schema_new_axeman_1_1_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-2: schema_new_axeman_1_2.png|schema_new_axeman_1_2_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-3: schema_new_axeman_1_3.png|schema_new_axeman_1_3_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-4: schema_new_axeman_1_4.png|schema_new_axeman_1_4_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-5: schema_new_axeman_1_5.png|schema_new_axeman_1_5_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
2-0: schema_new_axeman_2_0.png|schema_new_axeman_2_0_cc.png (18,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-1: schema_new_axeman_2_1.png|schema_new_axeman_2_1_cc.png (29,-51,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-2: schema_new_axeman_2_2.png|schema_new_axeman_2_2_cc.png (35,-49,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-3: schema_new_axeman_2_3.png|schema_new_axeman_2_3_cc.png (19,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-4: schema_new_axeman_2_4.png|schema_new_axeman_2_4_cc.png (3,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-5: schema_new_axeman_2_5.png|schema_new_axeman_2_5_cc.png (9,-51,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
view-end!
hear:
#create:
#remove:
#revamp:
#select:
#motion:
#attack:
combat: effect=12
#impact:
defeat: effect=3
#invade:
#output:
hear-end!
schema-end!

# Schema 1802
schema(1802): Savages Savages_are_strong_against_mounted_units.
spec:
pos: altitude=Base abilityEarth=y
own: rangeDetection=3 zoc=y commandoable=y
mov: actionPointsMax=42 capturer=y consume=0:6,1:5 attritionMoves=5 attritionFight=10 weatherEffect= frostedEffect= terrainEffect=
arm: strengthMax=100 combat=3 combatBonuses=1:20,2:-10,3:0,4:-20,5:35,6:-10,7:-20 rangeAttack=1 restore=50|0:10|9991337|n|0 weatherEffect=0 frostedEffect=0 terrainEffect=0 concealEffect=0 campingEffect=50 defense=50|0:50|9991337|14
gen: buildExpenses=0:80,2:60 buildResidents=2000 buildPoints=9991337 needsNature= needsNatureRange= needsInvents=13,1800 needsEstates=8 needsBelief= clearPossible=y clearOutcomes=
#bin:
#civ:
#out:
spec-end!
view: animation direction
0-0: schema_new_savage_0_0.png|schema_new_savage_0_0_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-1: schema_new_savage_0_1.png|schema_new_savage_0_1_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-2: schema_new_savage_0_2.png|schema_new_savage_0_2_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-3: schema_new_savage_0_3.png|schema_new_savage_0_3_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-4: schema_new_savage_0_4.png|schema_new_savage_0_4_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-5: schema_new_savage_0_5.png|schema_new_savage_0_5_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
1-0: schema_new_savage_1_0.png|schema_new_savage_1_0_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-1: schema_new_savage_1_1.png|schema_new_savage_1_1_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-2: schema_new_savage_1_2.png|schema_new_savage_1_2_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-3: schema_new_savage_1_3.png|schema_new_savage_1_3_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-4: schema_new_savage_1_4.png|schema_new_savage_1_4_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-5: schema_new_savage_1_5.png|schema_new_savage_1_5_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
2-0: schema_new_savage_2_0.png|schema_new_savage_2_0_cc.png (22,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-1: schema_new_savage_2_1.png|schema_new_savage_2_1_cc.png (41,-47,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-2: schema_new_savage_2_2.png|schema_new_savage_2_2_cc.png (33,-49,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-3: schema_new_savage_2_3.png|schema_new_savage_2_3_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-4: schema_new_savage_2_4.png|schema_new_savage_2_4_cc.png (4,-49,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-5: schema_new_savage_2_5.png|schema_new_savage_2_5_cc.png (-6,-49,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
view-end!
hear:
#create:
#remove:
#revamp:
#select:
#motion:
#attack:
combat: effect=2
#impact:
defeat: effect=3
#invade:
#output:
hear-end!
schema-end!

# Schema 1803
schema(1803): Skirmishers Skirmishers_are_strong_against_infantry_but_weak_against_ranged_and_mounted_units.
spec:
pos: altitude=Base abilityEarth=y
own: rangeDetection=3 zoc=y commandoable=y
mov: actionPointsMax=42 capturer=y consume=0:6,1:5 attritionMoves=5 attritionFight=10 weatherEffect= frostedEffect= terrainEffect=
arm: strengthMax=100 combat=4 combatBonuses=1:20,2:30,3:30,4:-20,5:-25,6:-10,7:-20 rangeAttack=2 restore=50|0:10|9991337|n|0 weatherEffect=-50 frostedEffect=0 terrainEffect=-50 concealEffect=0 campingEffect=0 defense=50|0:50|9991337|14
gen: buildExpenses=0:90,2:70 buildResidents=2000 buildPoints=9991337 needsNature= needsNatureRange= needsInvents=18,1800 needsEstates=13 needsBelief= clearPossible=y clearOutcomes=
#bin:
#civ:
#out:
spec-end!
view: animation direction
0-0: schema_new_skirmisher_0_0.png|schema_new_skirmisher_0_0_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-1: schema_new_skirmisher_0_1.png|schema_new_skirmisher_0_1_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-2: schema_new_skirmisher_0_2.png|schema_new_skirmisher_0_2_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-3: schema_new_skirmisher_0_3.png|schema_new_skirmisher_0_3_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-4: schema_new_skirmisher_0_4.png|schema_new_skirmisher_0_4_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-5: schema_new_skirmisher_0_5.png|schema_new_skirmisher_0_5_cc.png (34,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
1-0: schema_new_skirmisher_1_0.png|schema_new_skirmisher_1_0_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-1: schema_new_skirmisher_1_1.png|schema_new_skirmisher_1_1_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-2: schema_new_skirmisher_1_2.png|schema_new_skirmisher_1_2_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-3: schema_new_skirmisher_1_3.png|schema_new_skirmisher_1_3_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-4: schema_new_skirmisher_1_4.png|schema_new_skirmisher_1_4_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
1-5: schema_new_skirmisher_1_5.png|schema_new_skirmisher_1_5_cc.png (18,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 91x90 : 110-220 (91,0)=>(0,0) 91x90 : 220-330 (182,0)=>(0,0) 91x90 : 330-440 (273,0)=>(0,0) 91x90
2-0: schema_new_skirmisher_2_0.png|schema_new_skirmisher_2_0_cc.png (21,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-1: schema_new_skirmisher_2_1.png|schema_new_skirmisher_2_1_cc.png (40,-49,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-2: schema_new_skirmisher_2_2.png|schema_new_skirmisher_2_2_cc.png (36,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-3: schema_new_skirmisher_2_3.png|schema_new_skirmisher_2_3_cc.png (17,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-4: schema_new_skirmisher_2_4.png|schema_new_skirmisher_2_4_cc.png (1,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
2-5: schema_new_skirmisher_2_5.png|schema_new_skirmisher_2_5_cc.png (-3,-49,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 91x90 : 150-300 (91,0)=>(0,0) 91x90
view-end!
hear:
#create:
#remove:
#revamp:
#select:
#motion:
#attack:
combat: effect=10
impact: effect=17
defeat: effect=3
#invade:
#output:
hear-end!
schema-end!

# Schema 1804
schema(1804): Riders Riders_are_strong_against_projectile_units.
spec:
pos: altitude=Base abilityEarth=y
own: rangeDetection=3 zoc=y commandoable=y
mov: actionPointsMax=75 capturer=y consume=0:8,1:8 attritionMoves=4 attritionFight=8 weatherEffect= frostedEffect=5 terrainEffect=5
arm: strengthMax=110 combat=5 combatBonuses=1:20,2:10,3:-50,4:50,5:10,6:-10,7:-20 rangeAttack=1 restore=50|0:20|9991337|n|0 weatherEffect=0 frostedEffect=0 terrainEffect=-50 concealEffect=0 campingEffect=0 offense=50|0:50|9991337|15
gen: buildExpenses=0:125,3:100 buildResidents=2500 buildPoints=9991337 needsNature=310 needsNatureRange=1000000 needsInvents=20,1800 needsEstates=14,17 needsBelief= clearPossible=y clearOutcomes=
#bin:
#civ:
#out:
spec-end!
view: animation direction
0-0: schema_new_mount_rider_0_0.png|schema_new_mount_rider_0_0_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-1: schema_new_mount_rider_0_1.png|schema_new_mount_rider_0_1_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-2: schema_new_mount_rider_0_2.png|schema_new_mount_rider_0_2_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-3: schema_new_mount_rider_0_3.png|schema_new_mount_rider_0_3_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-4: schema_new_mount_rider_0_4.png|schema_new_mount_rider_0_4_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-5: schema_new_mount_rider_0_5.png|schema_new_mount_rider_0_5_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
1-0: schema_new_mount_rider_1_0.png|schema_new_mount_rider_1_0_cc.png (6,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-1: schema_new_mount_rider_1_1.png|schema_new_mount_rider_1_1_cc.png (7,-47,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-2: schema_new_mount_rider_1_2.png|schema_new_mount_rider_1_2_cc.png (7,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-3: schema_new_mount_rider_1_3.png|schema_new_mount_rider_1_3_cc.png (8,-40,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-4: schema_new_mount_rider_1_4.png|schema_new_mount_rider_1_4_cc.png (5,-51,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-5: schema_new_mount_rider_1_5.png|schema_new_mount_rider_1_5_cc.png (3,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
2-0: schema_new_mount_rider_2_0.png|schema_new_mount_rider_2_0_cc.png (6,-50,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-1: schema_new_mount_rider_2_1.png|schema_new_mount_rider_2_1_cc.png (3,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-2: schema_new_mount_rider_2_2.png|schema_new_mount_rider_2_2_cc.png (4,-47,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-3: schema_new_mount_rider_2_3.png|schema_new_mount_rider_2_3_cc.png (10,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-4: schema_new_mount_rider_2_4.png|schema_new_mount_rider_2_4_cc.png (6,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-5: schema_new_mount_rider_2_5.png|schema_new_mount_rider_2_5_cc.png (8,-45,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
view-end!
hear:
#create:
#remove:
#revamp:
#select:
motion: effect=5
#attack:
combat: effect=13
#impact:
defeat: effect=3
#invade:
#output:
hear-end!
schema-end!

# Schema 1805
schema(1805): Brutes Brutes_are_weak_against_projectile_and_spear_units_but_strong_against_infantry_and_mounted_units.
spec:
pos: altitude=Base abilityEarth=y
own: rangeDetection=3 zoc=y commandoable=y
mov: actionPointsMax=75 capturer=y consume=0:8,1:8 attritionMoves=4 attritionFight=8 weatherEffect= frostedEffect=5 terrainEffect=5
arm: strengthMax=120 combat=5 combatBonuses=1:20,2:30,3:-50,4:-50,5:30,6:-10,7:-20 rangeAttack=1 restore=50|0:20|9991337|n|0 weatherEffect=0 frostedEffect=0 terrainEffect=-50 concealEffect=0 campingEffect=0 offense=50|0:50|9991337|15
gen: buildExpenses=0:140,3:110 buildResidents=2500 buildPoints=9991337 needsNature=310 needsNatureRange=1000000 needsInvents=20,1800 needsEstates=14 needsBelief= clearPossible=y clearOutcomes=
#bin:
#civ:
#out:
spec-end!
view: animation direction
0-0: schema_new_mount_brute_0_0.png|schema_new_mount_brute_0_0_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-1: schema_new_mount_brute_0_1.png|schema_new_mount_brute_0_1_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-2: schema_new_mount_brute_0_2.png|schema_new_mount_brute_0_2_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-3: schema_new_mount_brute_0_3.png|schema_new_mount_brute_0_3_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-4: schema_new_mount_brute_0_4.png|schema_new_mount_brute_0_4_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
0-5: schema_new_mount_brute_0_5.png|schema_new_mount_brute_0_5_cc.png (16,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0)
1-0: schema_new_mount_brute_1_0.png|schema_new_mount_brute_1_0_cc.png (7,-48,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-1: schema_new_mount_brute_1_1.png|schema_new_mount_brute_1_1_cc.png (7,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-2: schema_new_mount_brute_1_2.png|schema_new_mount_brute_1_2_cc.png (6,-47,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-3: schema_new_mount_brute_1_3.png|schema_new_mount_brute_1_3_cc.png (7,-41,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-4: schema_new_mount_brute_1_4.png|schema_new_mount_brute_1_4_cc.png (5,-49,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
1-5: schema_new_mount_brute_1_5.png|schema_new_mount_brute_1_5_cc.png (2,-44,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-110 (0,0)=>(0,0) 111x110 : 110-220 (111,0)=>(0,0) 111x110 : 220-330 (222,0)=>(0,0) 111x110 : 330-440 (333,0)=>(0,0) 111x110
2-0: schema_new_mount_brute_2_0.png|schema_new_mount_brute_2_0_cc.png (8,-47,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-1: schema_new_mount_brute_2_1.png|schema_new_mount_brute_2_1_cc.png (6,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-2: schema_new_mount_brute_2_2.png|schema_new_mount_brute_2_2_cc.png (1,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-3: schema_new_mount_brute_2_3.png|schema_new_mount_brute_2_3_cc.png (9,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-4: schema_new_mount_brute_2_4.png|schema_new_mount_brute_2_4_cc.png (10,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
2-5: schema_new_mount_brute_2_5.png|schema_new_mount_brute_2_5_cc.png (4,-46,y,y,50,5) hud(0,n,70,-31) bin(100,0,0) | anime-AUTOxAUTO-forever : 0-150 (0,0)=>(0,0) 111x110 : 150-300 (111,0)=>(0,0) 111x110
view-end!
hear:
#create:
#remove:
#revamp:
#select:
motion: effect=5
#attack:
combat: effect=13
#impact:
defeat: effect=3
#invade:
#output:
hear-end!
schema-end!

# -------------------------------------------------------------------------------------


Last edited by 72 Resign on 19 Dec 2016, 19:50, edited 1 time in total.

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 Post subject: Re: Modding
PostPosted: 19 Dec 2016, 16:32 
Uber Moderator
Uber Moderator
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Joined: 26 Dec 2007, 23:22
Posts: 3288
I can help you with the climate. Make sure you are using the exact hex color code!

Code:
00ffff <-N     Polar             S-> 30cbce
00aef0 <-N     Tundra            S-> 2d96c2
0076a3 <-N     Moderate/Cold     S-> 1f6684
00746b <-N     Moderate/Mean     S-> 165e59
00740b <-N     Moderate/Warm     S-> 165e1e
ff0000 <-N     Tropical          S-> ce3230
92278f <-N     Continental       S-> 7d3b7a
8c6239 <-N     Steppe            S-> 7c6248
fff200 <-N     Desert            S-> cec830
f36c4f <-      Equatorial         -> f36c4f


Generally, you could just use a color grabber, but there are the exact color codes you need to use.

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This is the internet! Doesn't mean you are required to be an ***.


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 Post subject: Re: Modding
PostPosted: 22 Dec 2016, 15:29 
Serf
Serf

Joined: 18 Dec 2016, 17:52
Posts: 9
Never mind. I found the problem!


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