Search found 15822 matches
- Tue Apr 21, 2026 12:54 pm
- Forum: Forum rules
- Topic: Contributions for any of AO games
- Replies: 0
- Views: 10
Contributions for any of AO games
Any free contribution in the game is much appreciated and are very much welcome! - These can be image, video, sound, stat suggestions, balancing suggestions, statsheets, files and so on - any of these offered to any variant. - Important that these should be offered for free - also important that it ...
- Tue Mar 31, 2026 10:18 am
- Forum: Unit Design
- Topic: Unit Design - Unit Propery sheet - Spec unit actions
- Replies: 131
- Views: 50679
Re: Unit Design - Unit Propery sheet - Spec unit actions
new spec:
Code: Select all
AI_NOT_OCCUPIES, //this building is (probably) occupiable, but AI will not run to occupy (AOMW decorative buildings), so with very low priority this will be handled to occupy (but only !if they are NEUTRAL!).- Sun Mar 22, 2026 2:28 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Initialization jsons
- Replies: 31
- Views: 21588
Re: Game definition jsons - Initialization jsons
animationEntries added and some docs how to use.
- Sat Mar 21, 2026 9:45 pm
- Forum: New variant ideas
- Topic: AOWC Basic unit roles
- Replies: 0
- Views: 657
AOWC Basic unit roles
-Militia (cannon fodder) -Scout (foot recon unit) -Melee Infantry -Ranged Infantry -Builder -Scout vehicle -Transport Vehicle -Combat Vehicle (ranged armed and armoured vehicle) -Siege Vehicle (Melee armoured vehicle made to deal damage against enemies in buildings and buildings) -Artillery (Ranged ...
- Sat Mar 21, 2026 3:16 pm
- Forum: Units & Structures (See Nations for accepted Unit nations)
- Topic: AOW unit roles (basic roles)
- Replies: 0
- Views: 652
AOW unit roles (basic roles)
Infantry: --------- anti infantry (MG/Heavy MG) (since MGs have special role as both frontline attacker and defender) anti tank infantry anti building (flamethrower) Light Infantry (all the other attack infantry) builders (engineer) Tanks: --------- Tanks light Tanks medium Tanks heavy Tanks superhe...
- Sat Mar 14, 2026 10:27 am
- Forum: Unit Design
- Topic: Unit Design - unit property sheet/visuals
- Replies: 9
- Views: 6136
Re: Unit Design - unit property sheet/visuals
new description how to use the procedural animations
Code: Select all
"animationDefs":[
"case:die,t:foot",
"case:atktype,a:flame"
],- Mon Mar 09, 2026 6:11 pm
- Forum: Units & Structures (See Races for accepted Unit Races)
- Topic: AOF unit BASIC roles
- Replies: 0
- Views: 836
AOF unit BASIC roles
cheap melee (Militia) scout animal foot melee (Swordsman ) foot anti-mounted (Spearman / halberd) axe thrower ("ranged non pierce" attacker) Foot tanky (Shielder, hoplite) Archer (anti-foot unit + anti flying unit) Anti-archer ranged unit Anti-giant unit (slinger) Scout mounted anti-foot u...
- Tue Feb 24, 2026 6:31 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Effect definition json
- Replies: 136
- Views: 94035
Re: Game definition jsons - Effect definition json
new attribute:
Code: Select all
"trnEffectDefIDsOnCaster[]"; ----------------- list of effects: these effects will get attached to the caster when it gets casted- Tue Feb 24, 2026 4:15 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Effect definition json
- Replies: 136
- Views: 94035
Re: Game definition jsons - Effect definition json
new effect trigger:
Code: Select all
- ON_ABILITY_USE, "single" type : when unit (having this active effect) uses and ability / spell / effect cast- Thu Jan 29, 2026 9:05 pm
- Forum: Unit Design
- Topic: Unit Design - Unit Propery sheet - Spec unit actions
- Replies: 131
- Views: 50679
Re: Unit Design - Unit Propery sheet - Spec unit actions
new sepc:
Code: Select all
ATTACK_ACCURACY_DECR_BY_DIST, //The powerAccuracyPenalty will be multiplied with distance of TARGET unit (up to the 50% attack range the unit will be most accurate with the defined value, all other tiles doubles the penalty percent)- Sat Jan 24, 2026 5:47 am
- Forum: OFF Topics
- Topic: 2026 lol Happy New Year
- Replies: 2
- Views: 2207
- Tue Oct 21, 2025 4:23 pm
- Forum: Units & Structures (See Nations for accepted Unit nations)
- Topic: What enemy units planes should be able to pass without being blocked
- Replies: 1
- Views: 2407
Re: What enemy units planes should be able to pass without being blocked
hi!
please come to discord if you can as we all are there.
also currently in AOW planes can fly over almost everything as i know (only AA and other air units are blocking)
is it not the way it works?
please come to discord if you can as we all are there.
also currently in AOW planes can fly over almost everything as i know (only AA and other air units are blocking)
is it not the way it works?
- Tue Jul 15, 2025 5:30 am
- Forum: Unit Design
- Topic: Unit Design - unit property sheet
- Replies: 166
- Views: 66390
Re: Unit Design - unit property sheet
description change:
String[] trnRelated; //Construction complete + Techs invent case: the list of other techs to be invented with this tech (as a bundle) [shopitems added only if owned (filter works only if irl player is the player!), also non upgrade games will not add upgrade techs]
String[] trnRelated; //Construction complete + Techs invent case: the list of other techs to be invented with this tech (as a bundle) [shopitems added only if owned (filter works only if irl player is the player!), also non upgrade games will not add upgrade techs]
- Thu Jul 10, 2025 9:32 pm
- Forum: Units & Structures (See Nations for accepted Unit nations)
- Topic: Unit balances in top level helicopter
- Replies: 1
- Views: 1073
Re: Unit balances in top level helicopter
thanks! please join discord all discussion are moved there since a few years - thanks!
- Thu Jun 26, 2025 6:00 pm
- Forum: Mapdesigners lounge
- Topic: Game-mode (triggered) maps
- Replies: 0
- Views: 4058
Game-mode (triggered) maps
Gamemodes: Creating a gamemode isn't all that different. There are two kinds of gamemodes you can create. A map specific gamemode or a general gamemode . Map Specific Gamemodes: These are advance maps (similar to campaign) designed for multiplayer. Players can only play your gamemode through your m...
- Mon Jun 23, 2025 1:26 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - AI Profiles
- Replies: 5
- Views: 1830
Re: Game definition jsons - AI Profiles
new spec:
Code: Select all
ONLY_IF_OWNS_ITS_FACTORY, // the unit types/techs will be filtered out where the AI does not own a factory where the unit/tech can be trained- Wed Jun 11, 2025 5:34 am
- Forum: Unit Design
- Topic: Unit Design - Unit Propery sheet - Spec unit actions
- Replies: 131
- Views: 50679
Re: Unit Design - Unit Propery sheet - Spec unit actions
new spec:
Code: Select all
CAN_MOVE_MULTI, // it can move multiple times until movement points all consumed.- Tue Jun 10, 2025 5:19 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Effect definition json
- Replies: 136
- Views: 94035
Re: Game definition jsons - Effect definition json
new thingie:
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"trnAddedAbilityButtons":["EFFECTX", "EFFEXTY"] //enchantments can use it - in this list there are effects that are (extra ability buttons for the enchanted unit)- Tue Jun 10, 2025 8:56 am
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Effect definition json
- Replies: 136
- Views: 94035
Re: Game definition jsons - Effect definition json
new spec:
Code: Select all
GFX_ALTER_DEFAULT_ATTACK_VISUALS //if set and used as "weapon modifier" effect, than the visuals and sounds will be altered to the ones set on effect- Thu Jun 05, 2025 6:11 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Inventory related
- Replies: 0
- Views: 1777
Game definition jsons - Inventory related
contents: - Slots - Item (type) json - Item Specs - Item naming + description - ammo Slots Slots are like the "filtered" containers of items, only those item can fit that are set to be able to in that slot. Slots also can have a background image (like a gryed weapon shape) - you need to ma...
- Mon Jun 02, 2025 9:26 pm
- Forum: Mapdesigners lounge
- Topic: RPG maps, hero with inventory
- Replies: 0
- Views: 1844
RPG maps, hero with inventory
contents: - Inventory - Items - Ammo/arrows - shops - special features of items - How to make a "hero" to have inventory and add items Inventory, You can have inventory a) on a fixed unit type (so by default it has eg. a hero unit) b) or you add inventory to ANY unit on your map (mapeditor...
- Sun May 25, 2025 6:31 pm
- Forum: Unit Design
- Topic: Unit Design - Unit Propery sheet - Spec unit actions
- Replies: 131
- Views: 50679
Re: Unit Design - Unit Propery sheet - Spec unit actions
new spec:
Code: Select all
HAS_INVENTORY, // hero units can have inventory, or chests
NO_PLAYER_SKINNABLE, //Player will not be able to manually skin this unit (eg. hero units in RPG maps)
- Sun May 25, 2025 6:29 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Effect definition json
- Replies: 136
- Views: 94035
Re: Game definition jsons - Effect definition json
new input in effects:
Code: Select all
"trnRevokers":[],-----------------------------------------------------------------------tech "type"-s that if all invented than revokes the ability button- Sun May 25, 2025 6:27 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Effect definition json
- Replies: 136
- Views: 94035
Re: Game definition jsons - Effect definition json
new spec:
Code: Select all
HIDE_BUTTON_IF_REQUIREMENTS_MISSING, //if set the button will not appear when the requires techs not yet invented- Mon May 19, 2025 7:56 pm
- Forum: Unit Design
- Topic: Unit Design - Unit Propery sheet - Spec unit actions
- Replies: 131
- Views: 50679
Re: Unit Design - Unit Propery sheet - Spec unit actions
new spec:
Code: Select all
IS_UNIQUE_PRODUCING, // Units/Techs of this type can not be invented in parallel, so if a IS_UNIQUE_PRODUCING is in progress than another IS_UNIQUE_PRODUCING type can not start
- Tue May 13, 2025 4:09 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Effect definition json
- Replies: 136
- Views: 94035
Re: Game definition jsons - Effect definition json
new spec:
CAN_TRAVEL_TRU_CASTER_TERRAIN, // is the effect or bullet can only go tru where the caster can.
CAN_TRAVEL_TRU_CASTER_TERRAIN, // is the effect or bullet can only go tru where the caster can.
- Tue Apr 08, 2025 8:56 pm
- Forum: US Planes
- Topic: Lockheed Martin F-22 Raptor
- Replies: 2
- Views: 6749
Re: Lockheed Martin F-22 Raptor
awesome!
- Sun Feb 23, 2025 9:47 pm
- Forum: Android->Unity missing ones
- Topic: [IMPLEMENTED] Language changing
- Replies: 0
- Views: 8249
[IMPLEMENTED] Language changing
language module to chnge language.
- Thu Feb 06, 2025 12:21 pm
- Forum: Implemented
- Topic: [IMPLEMENTED] Mapeditor - Trigger editor
- Replies: 1
- Views: 6541
- Fri Jan 17, 2025 8:49 pm
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Effect definition json
- Replies: 136
- Views: 94035
Re: Game definition jsons - Effect definition json
CHG_POWER_BY_HEAL_RATE_MULTIPLY, // (beware on stickers* see on end)in case of property changer effect: multiply the effect (the changing numerical values) with healRate of caster unit // - If this spec is used on any sticker effect in chain of related effects - every other sticker related effect h...