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Showing content with the highest reputation on 2022-01-27 in all areas

  1. the AI destroys its own buildings. This happens when you start losing them when territory is captured. I don't like that mechanic like that. It doesn't look immersive.
    4 points
  2. You can /nick in the lobby. The command isn't available in the chat of course, but you can open the console and run `Engine.LobbySetNick("new_name")` which would change the nickname. You can nick to the same name with an invisible character added and you could impersonate someone while they are on the same chat. I have seen this happen on the lobby, so its very much possible. Regardless, since JIDs are not displayed, only nicks are, and since XMPP doesn't consider nicks identifiable, its a builtin feature of the lobby to be able to impersonate people. Its entirely possible to nick to the exact same name of someone offline.
    3 points
  3. It's an interesting idea worth thinking through. One problem is that it would potentially conflict with the strategic decision to capture an opponent's buildings. If I'm sending in my army to weaken and capture a CC or barracks, I might not want to waste troops to repair a building after I've captured it. Especially if I'm using champion units or cav as part of my army. But I'd need to do that if it were on fire and I wanted to keep it.
    2 points
  4. I support this new type of unit for regicide. Like how catafalque was made for each civ? Where it is an infantry type unit for all and it has a standard stats and bonuses? Then localize the names like, basileus, consul, rix and etc.
    2 points
  5. @wowgetoffyourcellphone I am sorry, for now I will leave it be, I think this can be handled with modifying the animations which I am not yet that familiar
    1 point
  6. I inspected the file and it seems the back prop will have to be rotated too, also new .xml files will be added in the /variants folder
    1 point
  7. Absolutely OP! This is exactly what I wanted! Thank you!! But, I can't join games now. Error: please join via the lobby
    1 point
  8. It is intended more for civil structures such as those in Phase 1. Buildings that burn fast. ( Houses, warehouse , corrals, fields and farmstead). In theory the CC has an upgrade in the original game design. The upgrade is that the CC is fortified.
    1 point
  9. Agreed. Template could be units/{civ}/hero_herocide
    1 point
  10. Ah! I once proposed the same and wondered how could be possible.. very interesting! Makes sense Yeah, I know the pain you're referring to!
    1 point
  11. Oh, but we can, just need a lot of proppoints for buildings. E.g. carthaginian buldings already do damage. It's just that a few people don't like the idea. And it will cost a lot of time to update the buildings.
    1 point
  12. The patch is still open (https://code.wildfiregames.com/D4308) but @Langbart had used a different icon, currently 40 by 33 pixels. I guess you can take a look and see whether you want to improve the icon and else just leave it.
    1 point
  13. The Punic War Veteran champion unit for Carthage is also another suggestion
    1 point
  14. Bamboo palisade! I love it
    1 point
  15. I think this is where @Duileoga got the inspiration for the "Couro/Leather" labelled helmet in the props?
    1 point
  16. Action packed game this week! SG.75.4v4 Incredible Team game.zip
    1 point
  17. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/you-dare-bring-light-to-my-lair A general overview of Lairs, a new Wildlife feature tied to the Node System. Posted by The_Undying_Nephalim on Dec 30th, 2021 You dare bring light to my Lair?! Last time we took a look at the upcoming Node system and how maps will be designed and bases will work. Another feature I've been wanting to add to Hyrule Conquest is directly connected to map Nodes, and that feature would be Lairs. Once again if you have played The Battle for Middle Earth you have some idea of how Lairs work. Lairs are "structures" that a player can encounter that continually spawn hostile wildlife until they are destroyed. Often they represent some kind of nest that wild creatures settle in to raise their families, lay eggs, or otherwise spawn future generations of themselves. - A happy little Tektite Nest on the Zora shores, ready to be plundered by your armies. So how does this tie to Nodes? Simply put, players will have to overcome and destroy Lairs in order to actually capture Nodes. With some exceptions, most Nodes start the game with some kind of Lair guarding them. The size of the Lair and the number of creatures that live nearby scales with the value of the Node. As an example, a Lumber Node out in the middle of the woods probably will only have a tiny Lair occupied by several Skulltulas, while you can expect the extremely valuable Outpost Node to house a giant cavern full of an entire pack of raging Dodongos ready to slaughter your approaching troops. - Apparently not all Dodongos dislike smoke. Not all Lairs are equal, however. The biome of a map and the nature of the creatures occupying the Lairs can change the dynamics of how players must deal with them. A cave full of Dodongos will likely mind their own business until you go out of your way to antagonize them, never leaving the bounds of their territory if you decide to run away. A den of Arachas on the other hand may go into a frenzied rage and send swarms of attackers to retaliate and destroy your base once you've attacked them. - Probably best to not mess with giant scorpions Other creatures like Leevers will actively leave their Lairs and seek out prey to kill, only returning if the Lair is being threatened. The insanely huge roster of creatures from the Zelda series means that there will be no shortage of Lair encounters and there will be a lot of fun in discovering just how some of these creatures react to your armies when you threaten their nests. - Leevers, every Hyrule Conquest player's favorite wildlife. Ultimately, the game-ending Wonder Nodes are guarded by a giant Boss monster. You'll have to earn that Wonder Victory by defeating such a Boss. Several Boss creatures have been in Hyrule Conquest for some time, and more details and features for these huge creatures will be added down the road when the Hero system and Hero abilities have been added to the engine. - Molgera hopes that one of these days he'll be more than just a damage sponge. And that is a general overview of Lairs, a very simple feature but one that I really enjoy and look forward to putting more detail in as time goes on. Next time I'll go into more detail about yet another new feature that is directly tied to the new Node system, a feature I've been extremely excited for for a long time. - Until then, just imagine all the possible monster nests you'll be nuking to get Rupees.
    1 point
  18. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/the-node-system Details on one of the largest additions to how maps are designed and work in Hyrule Conquest. Posted by The_Undying_Nephalim on Dec 13th, 2021 For some time there have been whispers of some fundamental changes to how maps work in Hyrule Conquest. We kept these ideas off to the side while we spent eight months updating Hyrule Conquest to the 0.25 version of 0AD. Now that everything has finally been ported over, our map changes had come up again and we had quite a discussion on how to implement them. We really went all in. So I present to you today one of the biggest and most exciting changes I've been looking forward to. The Node System It should be obvious that over the last several years, Hyrule Conquest has slowly but surely been shifting away from 0AD's style of gameplay and morphing more and more into a Battle for Middle Earth inspired game. Adding in Battalions was the first big move in this direction, and now we are taking another big leap and fully adopting BFME's map design and Node based system. There are several key reasons why we are doing this (other then mine and Exodarion's love for BFME as a game): 1. Lack of many worker battalions will greatly help the game's performance 2. Map design becomes much easier and less chaotic, with the map divided into dedicated nodes it becomes easier to make great "set pieces" that the action takes place around. 3. Our planned Minor Faction system (something I'm even more excited about!) depends heavily on dividing the map up into Nodes So What's changing? The first and most obvious thing that players will notice is that maps are divided up into a series of "Nodes". There are many different types of nodes the player can capture, and each type will allow the player to build different structures and provide the player with different options and resources. To compensate for this system, bases will be entirely linked to Nodes and structures will be built on plots that spawn around captured Nodes. Resource collections will now be completely automated and based on what resources exist within the Node's perimeter. For example, if you capture a node that has three Berry Bushes and a Rupee Deposit, once you have set up your base these bushes and Rupees will begin to drain automatically and added into your coffers. If you have played Battle For Middle Earth, Rise of Legends, or Halo Wars, you'll have some idea of what I'm talking about. -The Hylians capture an Outpost Node and transform it into a happy little base- As you might have guessed after reading the first point, Workers as a unit are no longer viable with this system since buildings are based on Plots that spawn around Nodes and Resources are automatically drained within your captured Nodes. Workers will become purely visual as a worker will begin gathering the resources that your Nodes are draining. With the way bases work now many other awesome non-controlled units will be seen walking around your bases doing stuff such as civilians going to your marketplaces and children playing with each other in the streets. -Even Children will play in the streets of your bases- This method of dividing up maps will create a noticeable ebb and flow to a match where players move their armies and expand, allowing for the creation of "set pieces" around each node to give areas of the map something visually recognizable. It generally makes the design and creation of maps easier and will also help out with randomly generated maps down the road. - Some examples of map blueprints with the Node system - Let's take a look at the Node System in more detail and see what you can capture. Settlement Node There is only one Settlement Node per player on a map, and it's always the Node that you start out with. This large area contains some of each resource to get you started, and plenty of building slots to start construction (Most factions will have 7 buildings plots). Depending on what faction you pick, these nodes may also start with walls and tower defenses around them. Outpost Node The primary means of expanding your base, capturing an outpost will allow you to build a smaller secondary and tertiary base, assuming you can capture more than one. Most factions are provided with five building plots when they capture an Outpost node, and may also have walls depending on your faction of choice. Like the Settlement Node, Outpost Nodes often have multiple resources on them making them very valuable locations to fight over. Camp Node Very small expansions, Camp Nodes let you set up tiny bases. For most factions they will provide three building plots. Camps do not come with Walls, though there are some exceptions. While nowhere near as valuable as an Outpost or Settlement, Camps still often contain multiple resource types and are thus worth capturing and holding. Camps are also the only Nodes that you can construct your chosen Minor Factions' bases on. Resource Node A small node that can be captured and provides you with one slot to construct a resource building. Resource Nodes often contain just a single type of resource (Such as Lumber). While Outpost and Camps are the most tempting targets, Resource Nodes will absolutely be the main means of expanding your economy. Once resources have been completely drained from these nodes, players can convert the resource building into Houses to increase their population caps. Some other factions will also have additional options of what they can build on these nodes, such as Mercenary camps. Small and Large Ruins Rupees are an extremely rare resource out in the wild, thus capturing Ruins and unearthing their treasure is the primary means of collecting Rupees. Ruins will be absolutely critical to take and hold, as they are the main source of Rupees and the only reliable source of them. Ruins will come in two sizes, the small providing only a few Rupees per second and the Large providing many. Unlike other Nodes, most factions cannot build anything on or near Ruins. Some factions however, such as the Darknuts, can actually convert Ruins into brand new bases (Large Ruins function much like an Outpost for them and Small Ruins like a Camp). Other factions (such as the Stalfos) completely rely on using Ruins to construct their bases instead of the normal nodes. Wonder Node Usually found at the center of a map, these nodes are the only location a player can construct their Wonder. Just as often a large and terrifying Boss might be found guarding this node and must be killed first before it can be captured. Capturing this node will allow you to construct a new base with many defenses around it as you begin construction on your imposing Wonder. That is a general overview for how maps will be designed and how the Nodes on these maps will work. This is a very broad and generalized summary of the topic, the particular nuances of how each faction interacts with nodes will not all be exactly alike. I already gave examples of how Darknuts and Stalfos break the rules with this system, and there are some many interesting ways other factions will have interplay with Nodes (I'm looking at you, Moblins...) There are many other awesome features linked to this new change, such as Wildlife Lairs and the previously mentioned Minor Faction system. However I will save those for another article in the future. - Juicy Minor Faction details will have to wait... -
    1 point
  19. As someone who is mildly red-green color blind (the most common category of color blindness), I would prefer having symbols instead of colored highlights in every case, but I also acknowledge that accomodating for me may not be a priority in all cases.
    1 point
  20. As you can see the standard aspis clips through their arms, unfortunately.
    1 point
  21. Not good enough though; custom rating mod sometimes run into bugs and people still see your username in front of the customrating. I would like it such that you have to search my player profile to see my real name. Or, we can have a token as lion said.
    0 points
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