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SirPope

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  1. SirPope

    Hyrule Conquest

    The error in the AI that prevented the Gerudo from training swine was fixed in 0.3. However... the code that fixed it was shortened and removed from basemanager.js in this release. needCorral is never updated so they are never built or maintained. If this section get fixed or reverted... plus possible way to keep the same effect
  2. SirPope

    Hyrule Conquest

    Might be do to the changes to phase naming: Doubt it will fix everything but it should fix the repeat. I'm using town as an example but it applies to city as well. phase_town_{civ} phase_town_generic is the new default. phase_town.json and phase_city.json is just for easy access / short hand. phase_town_generic replaces phase_town.json I don't think village gets this special treatment. Basically ensure the technology in the civ centers have _{civ} at the end of it and update the filenames of the phases accordingly. If athens has non-generic features: phase_town_athen. You might have to have it supersede phase_town_generic but I think that is optional. You do not need to have a file for every civ.The _generic will be assumed and used.
  3. Switching pages doesn't update the title of the page. It helps when bookmarking things.
  4. SirPope

    Hyrule Conquest

    I always knew Hyrule was in the pacific. To answer your questions, no, no, kinda. The first two seem easy. However, if you didn't want weird things to happen: Collision detection, position, and maps would be a problem. The projectiles could spawn a unit in a remote location, the raised forest rim of some maps (plateaus, water). Also cramped battles and spawning multiple units on death could cause overlap. Its just riddled with problems. Possible yes but it's confusing and problematic to implement. It would be neat to fire a boulder from a catapult/trebuchet and have the boulder roll around (and maybe break apart).
  5. SirPope

    Hyrule Conquest

    Spider Domination: The Endless Web. Good book. I don't know if it exists but it is a good one. I don't think you'd be able to do anything else with the building (train other units, research techs). If js controls the production queue updates, it might be easy to adjust that one. Just up and spawning them next to a building looks weird so I'm guessing they'd actually be trained. This seems a whole lot harder than I was hoping it would be. It seems better to just have a fast train time, be kinda weak, and let the player decide. Although, this would make for an amazing civ: "You don't run the city. We overrun the city." *power rangers theme* "Spider Domination!" Side thought / Random thoughts: Yes that just happened.
  6. SirPope

    Hyrule Conquest

    I don't know if it's an illusion but the look so tiny. The big ones might be throwing me off. Is it possible to auto spawn units yet? A giant spider nest that spawns weak fighter units would be neat to see.
  7. SirPope

    Hyrule Conquest

    I'm interested in these Gohma. They are the spider-ish creatures aren't they? Are they going to be rather quick but weak? I got a dark kokiri kinda vibe from the image you posted.
  8. SirPope

    Hyrule Conquest

    For sound look at: template_unit_mechanical_siege_onager.xml soundgroup -> attack_impact For upgrade, no: https://code.wildfiregames.com/D281 I don't think it's going to be added just yet. I think it needs some refactoring or a rewrite. It's been a year. I don't think there is a similar diff in the works. I couldn't find one at least.
  9. SirPope

    Hyrule Conquest

    The invisible Cucco is a reminder that they are far superior. Even if you do succeed in killing one, it will comeback and haunt you for all eternity. I am sorry to tell you this but once you've looked upon the ghost of a Cucco; you are essentially cursed for eternity. I urge you to never lookup on approach another chicken again. They may congregate and feast upon your flesh. In other words, assume their natural state. I shall pray for you. F F F F F F Sorry couldn't help myself...
  10. SirPope

    Hyrule Conquest

    Player_{civ}.xml has the wrong tech name then. Perhaps setting some 'base' templates would help. Most of the information in your templates are copy and paste. Look at template_{civ}_civic for example, they are the exact same for every single civ (except for the zora - see spoiler for a fix). The base template would reduce bugs, speeds up additions, and lessen the upkeep. If you wanted to, give civic buildings more heath, you'd only need to adjust 1 file. You might want to do this with units but that seems like a lot of effort. Basically, if a tag or group of tags (or entire file) is the same for all the civs you have, make a basic template. Implementing this shouldn't take too long. The mass majority of it is hitting the delete key and renaming some things (renaming is also technically just hitting delete, and typing basic/). The {civ}_temps folder would just be used for additions to that civ. Idk, up to you. This might make the upgrade process easier as well.
  11. SirPope

    Hyrule Conquest

    The error spam part is fixed in the zip file I uploaded or the patch at moddb (see page 30 for links). I noticed the shared los problem, It's a wrong tech name in their market. Needs to be: culture_civilized/postman_network instead of unlock_shared_los Lon Lon's buildings do need a higher 'pop cap'. They can't train because they have ~38 units and only 20 max pop. Their cc could give a boost to it in their template. The AI normally ignores animals that are aggressive (unless a soldier is close). They don't seem to actively clear them out of the way. So it's pretty much every civ on the peahat problem. It might be a lack of CitizenSoldier in some of the classes. Idk. I've noticed that they don't bother training anything but 'FemaleCitizens'. It kinda makes sense for them to do that, they are the best gatherers in this mod.
  12. SirPope

    Hyrule Conquest

    Are they going to be small? Weren't the kokiri in a permanent childlike state or did that change somewhere? I think they turned into the weird nuts in BOTW and WW. I'm curious how a small unit will work. I think units use the obstruction radius to tell if they've hit something. They probably won't be too small so it doesn't matter. Still: Kokiri - The little green ninjas. I think they'll be neat.
  13. SirPope

    Hyrule Conquest

    Nothing else seems to need fixing in this release except for the AI researching their civ tech, but that can wait and should probably wait. If you upgrade to the SVN, you'll have to keep an eye on the timeline page and be sure to keep sessions.js and config.js up to date. As well as anything necessary/wanted like music.js and other important files. Petra isn't needed as all the bugs were fixed, you will have to add the buildings back to the svn's updated config file though. All of these should be done last IMHO. You're pretty much ready to move to A23 and fight the stream of minuet changes. There isn't really a set release for A23 declared though. It does seem like a lot is getting done pretty darn quick though. Honestly the easiest way to start is the templates. Then work your way back into an updated mod (see the spoiler below). As for the patch. A translation error showed up when you do, it might be .js problem or me not transfering the svn js files to the hyrule folder before the patch. Well, I used tortoiseSVN to open the patch, I clicked file, apply, found my copied folder of hyrule, clicked okay, then yes on the next one. I've got a windows xp though and an outdated version of tortoise. *cough* I will tell you one thing. The SVN likes the tag Undeletable and Indentity. Death mountain technically loaded... I mean the loading screen did finish.
  14. SirPope

    Hyrule Conquest

    Wouldn't a public repository ruin the idea of a patreon...? The latest release could be uploaded, but only when released to the public. Basically, no active updates just suggestions? Here's the files from the install. I added the corral fix for the gerudo and tested it. HyruleZip.zip
  15. SirPope

    Hyrule Conquest

    Thank you. I can actually play against the gerudo now. I personally don't want to wait 2 months for this mod to be decently playable. The template patch fixed all the problems but the corral. That corral fix is the only thing that it needed in its A22 state. However, even in A23, those starter techs are going to need to be researched somehow and that's the only thing left. Besides, the next update of this mod might happen before A23's release. Best to make it playable for those who want to play it. I was going to query cmpPlayer and call it's disabled function but that'd just be another file he'd have to add (and later remove). I figured I'd just use what was provided - that was my thought process anyways. It had me puzzle for the longest time why that corral code even existed if it was impossible to build it. You had to edit the simulation to even get it to-be built or used. I'm glad you got rid of that annoyance. I think the needCorral option you suggested is best, they actually build it in starting strategies this way. So at the end of the init function in hq just put this... if(gameState.getPlayerCiv() === "gerudo") this.needCorral = true; I'm not sure what all the changes necessary for an svn upgrade would be. I know walk animations have been renamed, and some template name changes. I might try to work on an svn upgrade of this mod in my free time. That way I can help out when A23 does get here.
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