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fcxSanya last won the day on September 14 2016

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About fcxSanya

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  1. Hyrule Conquest

    I don't think gui scripts are executed for AI. And in any case you should send that command from the AI itself.
  2. Hyrule Conquest

    Yeah, something strange is happening. Works this way, thanks! Committed.
  3. Hyrule Conquest

    By some reason I can't get this working, I tried disabling all mods and putting your example (with and without replacing "args" to "initData, hotloadData") into mods/user/gui/session/session2.js , but the game crashes on the session init without the crash logs or any useful messages in the logs:
  4. Hyrule Conquest

    It was a proof-of-concept implementation, if Hyrule Conquest (or any other mod) is going to stick with it, we indeed shoud find a way to call initCivChoicesDialog without modifying session.js Do you mean we need to modify the main game to call the new init method (under a new name) or we may name it 'init' too and somehow call the original with the same name? Yes, I separated copying files from 0ad and introducing actual changes to make them easier to track. It's based on Alpha 22. If you are talking about civ_choices_window.xml then it's loaded by <include directory="gui/session/dialogs/"/> here
  5. Hyrule Conquest

    @darkinterloper hello and welcome to the forums! As @Nescio correctly said, all the following lines are subsequences of the syntax error in civ_choices.js The syntax error must be consistent (rather than depending on some data), so someone must have changed the file (comparing to its 'original' state in the civ choices mod ). So please share the file itself (or even better a repo where both the file and the changes history may be seen).
  6. [Fixed]Allow to restore lost wall turrets !

    That's a bit silly, but should do for a first attempt: (inspired by all the t-rex memes)
  7. Hyrule Conquest

    Or you can always have all other upgrade options in each variant to directly switch from one to another. I see two alternatives here: a.) what wowgetoffyourcellphone is saying, i. e. restricting the CC placement to predefined slots, which along with subsections would be placed on the map by the map designer. This presumable may be done without any new code (depending on how unclaimed settlement capture / upgrade would be implemented), but would affect all civs and the map making process (including random map scripting). b.) keeping the free CC placement and adding a new simulation component which would spawn the subsections after the building construction.
  8. Hyrule Conquest

    @The Undying Nephalim I updated the buttons layout in the civ choices mod to be closer to your original mockup: The changes are here: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/1953e8ba0c124b2161fce646573f50253e45336b
  9. Hyrule Conquest

    (apparently I didn't have enough time that day and a few days after it) Fixed in https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/4840eaa96e2dc5b1f6d54300dedcc708b8240f1a @The Undying Nephalim make sure to copy the fix to Hyrule Conquest Can you still reproduce it with other people or you didn't play after your earlier matches?
  10. Hyrule Conquest

    I think this should be possible with relative small changes in Foundation and Builder components, for example adding an 'autobuild' flag to relevant building templates (probably with a 'builder rate' specified), adding an automatic 'builder' in Foundation for such buildings and restricting the regular builders to join construction. We need something like this in the space mod too (the idea is to place a beacon/landing pad-looking foundation and then a spaceship will arrive after some time), but I didn't manage to experiment with this feature yet. Another a bit inconvenient but already available alternative should be building foundations (logically) as finished buildings (technically) and then using the upgrade feature to convert to the finished building state. But this will require player to manually upgrade each foundation. This probably may be not so bad if there would be some generic foundations of different sizes and then player would be able to select a number of finished buildings for each of them (like sunken/spore colonies in starcraft).
  11. Hyrule Conquest

    Can you do the same experiment as I did? 1. run two game instances (on Windows you have to copy the entire game folder to run another instance, otherwise it crashes) 2. host with one instance (Multiplayer -> Host Game) 3. join in another instance (Multiplayer -> Join Game, Server Hostname or IP: localhost) 4. start the match and check how hero selection works in both game instances @Baskom Welford thanks for reporting it! @The Undying Nephalim when the gui session initializes and checks for available 'civ choices', it should also check whether one of these technologies is already researched. I will try to fix it in my mod in near few days (maybe even later today if I will have enough time and will manage to do it fast enough).
  12. Hyrule Conquest

    If it's consistent and reproducible it should be easy to debug You don't get the dialog at all or you select a hero, but he still remains 'non-researched' (locked and grayed out)?
  13. Hyrule Conquest

    Repeated the same simple test (direct local connection, two players) in Hyrule Conquest, seems working for both the same and different civs: Need more details :/
  14. Hyrule Conquest

    Fixed in 4cee038 I added the second civ into my mod, but still wasn't able to reproduce the issue: I didn't try the Hyrule Conquest yet, will try to check it out later today or tomorrow.
  15. Hyrule Conquest

    Strange, what's happening for the other players? I tried a network game locally (which has the same simulation / gui behavior as lobby games) and was able to select different technologies for both players: It crashes the gui session init in replays (and probably for observers too), but that's a different issue and a simple one to fix (I think it just requires a check whether the 'current player' is selected at the start of the match).