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Showing content with the highest reputation on 2017-12-30 in all areas

  1. The issue is actually rP20677 : cart_champion_cavalry.png was correctly moved to cart_champion_elephant.png, which succeeded cart_sacred_band_cavalry.png ought to have been moved to cart_champion_cavalry.png, which failed As a result the icon used by the sacred band cavalry is a copy of the one used by the elephant. To fix it, delete the “new” cart_champion_cavalry.png and afterwards move the old cart_sacred_band_cavalry.png icon to cart_champion_cavalry.png
    2 points
  2. I did experience it in general yesterday, but not specifically with that tab. Perhaps it was just a coincidence (or maybe it's indeed due to capacity problems in one way or another and that function takes longer). @implodedok could you please see if there's something on the server side which is causing this?
    2 points
  3. At long last I got the guide for the first Civ done, the Kingdom of Hyrule: Download the PDF to check it out: https://orig00.deviantart.net/0a38/f/2017/363/4/d/koh_guide1_by_undyingnephalim-dbyacyr.pdf Please keep in mind that the content of this guide is based on intent, and not what might be in the current version of Hyrule Conquest. Some aspects of gameplay are not implemented into the engine as of the posting of this guide. Yup everything will be there. Just keep in mind that a lot of stuff on that wiki is still based on the Total War version of the game and not this one yet.
    2 points
  4. If people enjoy this release, I will see about more formally releasing it on a place like ModDB. I am just testing the waters with this release.
    2 points
  5. Basically I'm using inheritance from variants to avoid duplication for helmets so I can have single helmets and multiple object props with minimal lines of code Worth to be noted if you mix up the order of frequency and name attributes in the actor it won't work. Variant files can also inherit each other which is great for things like helmet with added complexity.
    1 point
  6. No, only when once building them. Also, use your imagination. You can either use groves for "forests", ala DE, that cannot be built on, and then allow straggler [i.e. individual] trees to be built on/removed. Or..... you can put a max number of destructible trees for each building [probably determine it by obstruction size of each building], so that if you hover a Barracks over, say, 3 trees it allows you to place the foundation, while if there are 4 or more trees it denies you. That way you can't just plop it right down in the middle of a forest.
    1 point
  7. Hello Could you attach your system_info.txt, interestinglog.html, and mainlog.html, crashlog.txt and crashlog.dmp please ? See GameDataPaths and ReportingErrors Thanks in advance.
    1 point
  8. @wowgetoffyourcellphone Bows yes one of my first commits Pilos and boeotian too Only 10 helmets to go X) actor work is outstanding. Gonna be easier with my last commits.
    1 point
  9. Are the Civic Centers on different heights? That could perhaps at least explain some of the difference, though I doubt it would change the angle that much
    1 point
  10. I had loading times of 40-50 seconds for a few days and now I'm getting http 503 too. I'd guess there's a performance issue with the forum database because files load quickly and other parts of the forum are also relatively slow (like around 10 seconds loading time).
    1 point
  11. Will be fixed when I have @wowgetoffyourcellphone's new icons.
    1 point
  12. Yes, please. And please do it with a template tag so I can turn it off for other things.
    1 point
  13. Correct. Iirc a workaround is building more houses (I think 4 are enough)
    1 point
  14. They are not limited to neutral territory, you can still build them inside your territory ring. There's still a few minor issues that this would not solve. What I'm trying to do would involve buildings phasing into each other, their collision would intersect. A player would be unable to place the building without it showing up red because it would be on the collision of another building. Secondly the Goron buildings would need to auto-rotate to always face away from the center building.
    1 point
  15. Sounds like playing regicide with the option to disable garrisoning for heroes (which is a bit more entertaining as people otherwise hide them in buildings the entire game)
    1 point
  16. I found the wiki! http://hyruleconquest.wikia.com/wiki/Hyrule_Conquest_Wiki
    1 point
  17. @elexis 1.2 looks like a bug. @Stratego 1.6 Bears have no anims currently which is why they glide. Someone is working on it but it has been like this for years.
    1 point
  18. Woops I missed this post. I just tried it out, but it enlarged all of the GUI for everything and not just the techtrees. For taking a screenshot of the techtree it should be fine though.
    1 point
  19. There are going to be several things going on in regards to this 1. Hire-able Mercenaries Mercenaries that are hired with money are going to be based on a faction's culture. Each faction has a dedicated buildsing that attracts mercs that can be hired for Rupees (The Inn for the Hylians is an example). The list of the cultures and the mercenaries they can hire are: 2. Minor Factions Then there are Minor Factions or NPC factions as I usually call them. These are based on the current map, and are similar to NPC's in Age of Empires 3. They will take up a player slot, have their own AI and build a base and a small army. They only have several buildings and units, but you can capture them and train their units. Down the road I hope it's possible to trade with these minor factions and buy them out as opposed to conquering them. A list of the Minor factions showing up are: 3. Armos As demonstrated in this next release, most maps will have some form of Ruins that you can capture and it will produce Armos Statues. The type of ruins and Armos they can create are based on the region and climate:
    1 point
  20. Newbows for everyone + the above. modded_public.7z
    1 point
  21. Actually nevermind it gives a nice variation Full modification as attachement. public.7z
    1 point
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