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Hmm.  It'll be interesting to see how they'll shake out.  The Gorons and Zora have both ended up as Gods Of Food(Though the Gorons have a slow start), with the Zora being the only faction that can sustain unlimited warfare, space permitting, due to having both Food and Ore available infinitely.

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Do you plan to use BoTW's champions (Mipha, Rivali), Yunobo (maybe as a member of the Lost Gorons?), Sidon and Teba? If not as playable characters in campaign mode, characters that will appear in Hyrule Hystoria? 

I was also wondering if Groose and princess Oren and the other sages from ALBW would appear. For example will Groose appear as a member of the Akkala faction? or will Oren appear at all considering she doesn't fit the corrupted nature of the River Zora in Conquest? 

Sorry if I'm asking to much questions, It's just I love your take on every characters of the Zelda series :)

I'm really excited to see what you have in store for the Kokiri!

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On 4/1/2018 at 10:52 AM, Wolvodane said:

Do you plan to use BoTW's champions (Mipha, Rivali), Yunobo (maybe as a member of the Lost Gorons?), Sidon and Teba? If not as playable characters in campaign mode, characters that will appear in Hyrule Hystoria? 

I was also wondering if Groose and princess Oren and the other sages from ALBW would appear. For example will Groose appear as a member of the Akkala faction? or will Oren appear at all considering she doesn't fit the corrupted nature of the River Zora in Conquest? 

Sorry if I'm asking to much questions, It's just I love your take on every characters of the Zelda series :)

I'm really excited to see what you have in store for the Kokiri!

Yes to most of these
Mipha will be a Lanayru hero, Revali will be a Rito hero, naturally.
Yunobo actually is set to be a Darmani Clan hero, as his cowardly nature fits with them.
Sidon will be a hero for New Hyrule.
Oren is one of the River Zora heroes (her full name is Queen Oren Sokuuf on the wiki)
 

Edited by The Undying Nephalim

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Hi Neph, huge fan of your mod, just wanted to ask if Demoko's theme (starts at 1:53 in Hyrule Conquest - Mission 39 Cinematics) is available anywhere. I looked for it in the wiki but I couldn't found it

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Yay all the Kokiri units and heroes and everything is done:

Spoiler

kok_allunits.jpg

kok_allheroes1.jpg

kokbase1.jpg

 


As usual, details:

Spoiler

 

Saria, Sage of the Forests:

wQt0pBu.jpg
The Queen of the Kokiri and Sage of the Forest, Saria brings her trusty bow into battle and can attack with magical projectiles from a distance. 

Fado:

2hxTUJk.jpg
A talented musician with a knack for playing the Violin. He is a non-combat hero who can boost and improve the performance of Kokiri units in a variety of ways.

Chief Mirora:

1gm7K6r.jpg
The leader of the feral Mudman Tribe of Faron. A very vicious woman by Kokiri standards, she rides on the back of the Wolfos Lord, Shamnon, into battle.

Gulley, the First Kokiri:

iPTBRIP.jpg
The son of a Hylian blacksmith who supported the Kokiri Bandits, Gulley was spared the death of his father's group and was the first Hylian to be transformed into a Kokiri by the Great Deku Tree. He may look small and harmless, but he is older than any other Kokiri and has tamed many forest creatures.


Laborer:

3tTAK7v.jpg
The workforce of the Kokiri, these hard working individuals build and gather for their local communities.

Explorer:

an6zUtT.jpg
A fast moving scout unit that is camouflaged. Carries a Deku stick in hand to whack any would be foes in the face.    

Hunting Fox:

V7nthDH.jpg
A light and fast creature unit employed by the Kokiri to go on hunts. These small foxes can hunt and kill wildlife, gathering food from their kills and bringing it back to storehouses.


Minuteman:

0MvQSgG.jpg
Everyday citizens of the Kokiri on constant standbye for enemy invaders. Everything from kitchen knives to deku sticks are picked up and used as weapons to defend their homes.


Slingshotter:

eTYthJX.jpg
A short ranged attacker who can stun enemies with their attack. Slingshotters might not pack much of a punch but a cluster of them can send enemies spinning in circles.

 

Grove Watcher:

Mfh7WSn.jpg
A dedicated  solider wielding their iconic Kokiri Sword and Deku Shield. These warriors are trained from their creation to guard the Groves of the forest.

 

Mudman Jabber:

7d3cUZp.jpg
A member of the Mudmen Tribe of Faron. These hostile and feral children bring pointy spears to the fray.


Mudman Wolfkiller:

wIXJpra.jpg
A particularly violent hunter of the Mudmen Tribe that carries Mantis blades, they are excellent at fighting and slaying Creature units.

Mudmen Mantlet:

WXkqYaR.jpg
A slow moving pair of Mudmen hiding behind a large mantlet shield. When in range they toss javelins from behind their shield at enemies.

Mudmen Battering Ram:

UwdKoMK.jpg
They may not pack the punch of most siege weapons, but this pair of mudmen can move quickly and batter down gates with ease.

Buck Riders:

HT60NdT.jpg
A very fast cavalry unit armed with an axe in hand. These melee cavalry can ram into enemy infantry and are excellent at dealing with such units.

Doe Trotters:

2Rxr2hT.jpg
A very fast moving cavalry unit armed with a spear. They excell at intercepting and stopping other enemy cavalry, but are not particularly durable in combat with other unit types.


Enchantress:

jOX34x6.jpg
A rare Kokiri magic user who has befriended a pair of rogue Fairies. The Enchantress can confuse enemies and deflect ranged attacks back at their attackers.


Emerald Archer:

okMAYiC.jpg
A powerful long range archer unit. This archer can move very quickly, making them excellent for kiting.


Chief:

m35yRKT.jpg
Kokiri commander unit armed with an axe, improves the performance of Kokiri infantry within its aura.

Shrine of Courage:

6dC9UAY.jpg
Small mobile idol of the Goddess Farore. Slowly regenerates HP when units are not in combat.

Bouldershot:

nRsDdnG.jpg
Small siege weapon that can launch boulders at targets. Decent at knocking down walls and buildings but not nearly as powerful as most siege weapons.

Deku Tree:

L8pAkuw.jpg
Unique Unit for Saria. Large lumbering creature unit that can cross deep bodies of water. Can be garrisoned with infantry units.

Fiddler:

XOk7h3z.jpg
Unique unit for Fado. Support unit that improves the speed of all Kokiri units in its aura.

Wolfos:

m7tcaaN.jpg
Unique unit for Mirora. Fast and very vicious creature unit that can quickly maul infantry to death and is not vulnerable to anti-creature units.

Stag Chariot:

4U2XDnj.jpg
Unique unit for Gulley. Light and very, very fast chariot. Not particularly strong but can be garrisoned with a pair of ranged units to boost their mobility.
 
 
The Great Deku Tree:

a2u9QXY.jpg
The Kokiri's Titan Unit. This massive hulking being is the lord of the entire Kokiri Forest and the patron deity of the many woodland people. He can plant and uproot himself. While planted, he is a durable and garrisonable turret that can serve as a dropoff point for resources. While uprooted, he is a slow moving creature unit that deals massive area damage around himself.


 

 


 

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On 4/9/2018 at 11:42 AM, Santosario said:

Hi Neph, huge fan of your mod, just wanted to ask if Demoko's theme (starts at 1:53 in Hyrule Conquest - Mission 39 Cinematics) is available anywhere. I looked for it in the wiki but I couldn't found it

Here it is: https://www.dropbox.com/s/f93yeyfx3x4jnqw/oocca_ambient1_theskycity.mp3?dl=0

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I just downloaded the most recent build from SVN and have run into a GUI problem that makes the game unplayable:

Spoiler

HwN4d6t.jpg

Here's the log:

<p class="error">ERROR: JavaScript error: gui/session/session.js line 288
ReferenceError: initSessionMenuButtons is not defined
  init@gui/session/session.js:288:2
  reallyStartGame@gui/loading/loading.js:97:2</p>
<p class="error">ERROR: GUI page 'page_session.xml': Failed to call init() function</p>
<p class="error">ERROR: JavaScript error: gui/session/messages.js line 974
TypeError: g_DisplayedPlayerColors is undefined
  colorizePlayernameHelper@gui/session/messages.js:974:6
  updateViewedPlayerDropdown/viewPlayer.list&lt;@gui/session/session.js:525:18
  updateViewedPlayerDropdown@gui/session/session.js:524:51
  updateGUIObjects@gui/session/session.js:984:2
  onSimulationUpdate@gui/session/session.js:893:2
  __eventhandler107 (simulationupdate)@sn simulationupdate:0:1</p>

Any idea what change was made that might be causing this?

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Yo Neph! So I got a weird issue where on the Death Mountain map I was getting a constant stream of errors, when I got to the enemy they turned out to be Lon Lon Ranch. I have no idea what I did there.

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The log file should still contain all the those error messages in the order that they occurred if you haven't overwritten it by playing a new game/map just saying you got errors does not help in tracking them down ;) and correcting them.

Enjoy the Choice :)

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Cool I'll take a look in a bit, dinner and chores come first after all! Also, I love to come up with ideas and suggestions for stuff all the time, so if you'd like I could share my thoughts.

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Well, here is the wall of text that comes up. I hope you can figure it out.

Spoiler

WARNING: PlayerID 2 | Tried to add the inexisting template structures/npc_lonlon_house to Petra.

ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

CSkeletonAnimManager::GetAnimation(art/animation/HC_biped/biped_hum_slaughter.dae): Loaded successfully

WARNING: JavaScript warning: simulation/ai/petra/queueplan.js line 53 reference to undefined property this.cost

ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

WARNING: PlayerID 2 | Tried to add the inexisting template structures/npc_lonlon_house to Petra.

WARNING: JavaScript warning: simulation/ai/petra/queue.js line 26 reference to undefined property newPlan.category

ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

WARNING: PlayerID 2 | Tried to add the inexisting template structures/npc_lonlon_house to Petra.

ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

CSkeletonAnimManager::GetAnimation(art/animation/HC_biped/biped_hum_harvest_tree.dae): Loaded successfully

ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

CSkeletonAnimManager::GetAnimation(art/animation/HC_biped/biped_hum_harvest_meat.dae): Loaded successfully

ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

Edited by s0600204
Moderation: Put wall of text in a Spoiler tag.

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