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On 1/10/2019 at 10:39 PM, The Undying Nephalim said:

Hey there everyone! 0.4 is being re-released, due to a change in the UI for 0AD's re-release of 0.23 that completely broke and prevented multiplayer matches: https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-04-re-release

Unfortunately, the nature of their change requires everyone to take an extra step to get the mod to run properly, namely you have to manually delete a configuration folder in C:\Users\User\AppData\Roaming\0ad folder. Exodarion has a handy tutorial below on how to pull that off, as well as general installation instructions for those that have never installed the game before. Deleting the configuration file is timestamped at 7:45

 

I apologize for this extra step needed, it should be unecessary for future versions of Hyrule Conquest. 

Question: Who worked on the UI for this? Mainly the hero selection at the beginning? Would love to do something like that for Delenda Est.

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@Exodarion worked on it IIRC.

There is a similiar UI done for the Mythology mod. But it would be hard to integrate with another mod as it’s tied to the deity system heavily.

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12 hours ago, wowgetoffyourcellphone said:

Question: Who worked on the UI for this? Mainly the hero selection at the beginning? Would love to do something like that for Delenda Est.

it would be an interesting feature.

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On 1/28/2019 at 11:53 PM, wowgetoffyourcellphone said:

Question: Who worked on the UI for this? Mainly the hero selection at the beginning? Would love to do something like that for Delenda Est.

We could also use it for the main game, for the regicide mode.

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16 minutes ago, coworotel said:

The link is broken for me. Does anyone have this zip?

@Exodarion  download it from moddb page and try to run it with wine or playonlinux, then everything that the installer installs copy it to another folder for later use. 

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That was amazing Neph! The animation is so fluid and the effects are really cool and well, Hylia is mi favorite character of your mythos.

 

All hail the one true goddess! xd

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Just to bring something up (and if these are already being tackled for next update I apologise in advance), but I've noticed a couple of issues, some more to do with mechanics and some which are more bug-related:

1. Hyrule, Ordona and Gerudo houses are 100 Materials but 5 population, which seems a bit low considering that Gorons can build 10 population houses for 50 Materials and 50 Ore, which I do get is slightly higher than 100 Materials due to slower Ore harvesting rates, but even so that's a bit of a big divide, especially considering that you don't need workers to build Goron houses because they are upgraded from plots.

2. Food harvesting seems to be quite inconsistent across factions, especially in terms of farms. After a while, some factions like Lanayru can only harvest food with 9 workers per CC, whereas some factions can build farms indefinitely.

3. If you have too many Kokiri workers on a Market Grove dropsite there tend to be traffic jams.

4. Dropoff points other than CCs usually don't accept food – not sure if this was intentional, though.

These issues aside I still absolutely love this mod – keep up the good work!

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Hello people,

This post is aimed at the 0AD Devs and more specifically, people that are aware of how the component and AI files function.

Lately, I have been working on a large AI project for HC and recently made an attempt to register a new event inside the components that I can use inside the AI files.
However, I am pretty sure I am still missing something after going through multiple files and testing my attempts.

For example, I tried to replicate the method that was used for the TrainingFinished event.
The actual registering of this particular event seems to be taking place in the productionqueue: https://gyazo.com/0da3f8f4de7211345e41c9f95c3a57eb

Afterward, it seems the communication between the component and the AI takes place inside the AIProxy and AI Interface components:
https://gyazo.com/97879f508c2280e2b5dbb3c0888f15f8
https://gyazo.com/0210965d087367d766b53e3c2cb7fc65

I am aware of the Trigger component file, but this doesnt seem to have a specific connection to the AI files in my testing.

Whenever I try to copy this method of registering a new event and read it from the AI files it gives me the following error: https://gyazo.com/b85b0c086a517b3408682a44f09fc7f9

This leads me to the gui files where the startgame function is called, which (I assume) goes through the source code where these events might be checked.

Also, I tried to replicate this using the ResearchFinished event, which is only registered inside the Trigger component.
When I try to communicate this event using the AI components, it does not give me this error, but also doesnt actually run the OnResearchFinished function, which seems to be called somewhere from the source as well, since I cant find where this is called within any of the component files or other files that I went through for that matter.
I believe that the code that calls these functions is looking for a function that starts with "On blah blah", since other functions that dont start with these 2 characters are ignored, but this is just a sidenote.

Finally, I have come to the conclusion that I am probably missing some kind of event handler register that must be done for any event whether it be used for the Trigger or AI Interface component.
I have no clue where this is located and also leads to my actual question.

I would like to know what I am doing wrong here and/or even better, a description on how to register new events and communicate these properly between scripts.
If anyone is able to explain this to me, I would greatly appreciate this.

Anyway, thanks for reading this long post for the people who have and I hope someone can give me some insight into this problem.

Exodarion


 

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Hey Exodarion,

As you probably  know our lead and only AI Dev went to make a fork of the game called Fork AD 9001. That's why your best bet is to go on their IRC channel to discuss the matter with @mimo. Unless of course he decides to answer you here :)

You can a find link to their freenode server here

 

Thanks for your outstanding work on Hyrule Conquest.

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5 hours ago, EnclavedMicrostate said:

Awesome stuff! Aside from the addition of the Moblins and Darknuts, are any other major changes planned for next update?

I'll also be adding in all of the Mercenary units into the game, since it's actually an important feature the Darknuts take full advantage of. I'll probably add in one more minor faction, that being the Zuna. Another batch of wildlife, mostly desert and wasteland creatures.

On 3/6/2019 at 2:32 PM, EnclavedMicrostate said:

Just to bring something up (and if these are already being tackled for next update I apologise in advance), but I've noticed a couple of issues, some more to do with mechanics and some which are more bug-related:

1. Hyrule, Ordona and Gerudo houses are 100 Materials but 5 population, which seems a bit low considering that Gorons can build 10 population houses for 50 Materials and 50 Ore, which I do get is slightly higher than 100 Materials due to slower Ore harvesting rates, but even so that's a bit of a big divide, especially considering that you don't need workers to build Goron houses because they are upgraded from plots.

2. Food harvesting seems to be quite inconsistent across factions, especially in terms of farms. After a while, some factions like Lanayru can only harvest food with 9 workers per CC, whereas some factions can build farms indefinitely.

3. If you have too many Kokiri workers on a Market Grove dropsite there tend to be traffic jams.

4. Dropoff points other than CCs usually don't accept food – not sure if this was intentional, though.

These issues aside I still absolutely love this mod – keep up the good work!

I'm sorry I missed these points!

1. The Goron houses originally provided only 5 population, I suspect it was bumped up to 10 to help them out because they can build less houses with how their bases work. Either way it needs to be tweaked.

2. This is sort of intentional, especially in the early game, but it should not be particularly extreme. Some factions are a bit better at gathering food early on, like the Gohma and especially Ordona. Other factions are better are generating other resources, like Lanayru and Rupees.

3. I can increase the ring around the grove, that might help.

4. This actually is intentional, if enough people don't like it though I can add food to other drop off points.
 

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On 3/15/2019 at 11:30 PM, The Undying Nephalim said:

I'll also be adding in all of the Mercenary units into the game, since it's actually an important feature the Darknuts take full advantage of. I'll probably add in one more minor faction, that being the Zuna. Another batch of wildlife, mostly desert and wasteland creatures.

I'm sorry I missed these points!

1. The Goron houses originally provided only 5 population, I suspect it was bumped up to 10 to help them out because they can build less houses with how their bases work. Either way it needs to be tweaked.

 2. This is sort of intentional, especially in the early game, but it should not be particularly extreme. Some factions are a bit better at gathering food early on, like the Gohma and especially Ordona. Other factions are better are generating other resources, like Lanayru and Rupees.

 3. I can increase the ring around the grove, that might help.

 4. This actually is intentional, if enough people don't like it though I can add food to other drop off points.
 

Thank you for responding, awesome stuff!

To expand a bit on point 4, the Gerudo, Hyrule and Ordona are able to build external food dropsites from the village stage, which gives them an extra leg up when harvesting from berry patches further out from their core bases. Having played a few singleplayer games I do find that Lanayru is able to harvest from Fisheries fast enough to be playable, although compared to Hyrule and Orodona who can build farms without needing a CC I do wonder if they could get swamped if a game manages to run on for a bit. Still, seems it's all working out, which is great!

Just another few things:

1. It seems like there's a couple of techs and buildings that don't yet do anything: in particular, Lanayru can research to get higher gather rates from Silver and Coralmold, but seeing as only the Zora can build Coralmold farms and I'm not sure I've seen Silver resources on a map (please correct me if I'm wrong on this) this doesn't currently have a purpose? Also the Kokiri Berry Seeder doesn't look like it does anything yet aside from being able to research a couple of techs.

2. I've also noticed that the heroes of the two new factions from last update have descriptions which are recycled from other factions and thus don't match their actual abilities.

3. I don't know if it was just for that match, but The Resistance didn't have a unit cap.

4. I'm not sure what could be done about this (if anything) but for factions that can't harvest wood, on most maps this results in large portions of bases becoming unbuildable. Presumably this was intentional – or at least deemed acceptable – though.

 

But once again thank you for making such an awesome mod (twice over, if we count H:TW)!

Edited by EnclavedMicrostate
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