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I just checked the files quickly and I have some advices if you want them. You can optimize textures by making them 2x2 instead of 256x256, this will be lighter on older machines. You can optimize textures by pointing always to the same one by editing the actors. Else the game is gonna point to a huge amount of them causing memory fragmentation. To make the modification minimal in actor files you can add a new variant at the end and change the material to default.xml <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> ... </group> <group> ... </group> <group> <variant name="rubble 3x3"> <textures> <texture file="null_white.dds" name="baseTex"/> </textures> </variant> </group> <material>default.xml</material> </actor> You can also precompress textures using the archive builder e.g providing them as DDS instead of PNGs. Some useful documentation here https://trac.wildfiregames.com/#Formodders: There are some tips for mod.json and folder structure. I made a small tutorial for windows There was an utility by @nani but it does not do texture compression You're packaging some tests maps, not sure if intended Not sure why you need terrain_norm_spec The game provides four textures you can use3 points
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Probably the best answer is that there are lots of reasons why people have multiple accounts, some of them completely innocent. People forget passwords, get locked out of accounts for whatever reason, etc. imo, the biggest problems with the game is that there aren't enough players in the lobby most of the day. I wouldn't want to do anything to run off players.2 points
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In my opionion, having both the chariot and the cav archer is fine. It doesn't hurt your gameplay or balance, meanwhile it keeps singleplayers and noobs entertained. Furthermore, it helps with the 'civ differentiation' argument. In the future we can give some additional features to the chariots, for example, tramping enemy soldiers, slashing units close to it.2 points
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@Player of 0AD my main failing for those army camps is forgetting to train from them lol. Those rank 2 units are overlooked by many players in a25 and they will probably be more useful in a26 with those camp changes. As for balance issues in a26 my main concern are the Han and also merc cav. When I have time this weekend I would love to join a testing session in multiplayer.2 points
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I don't know why people like a23 so much, but I remember it as being less balanced than a25. Where archer civs were not played because they were even weaker as now. They had weaker archers and elephants and no rams (except Persians). And not to forget the OP siege units, were catas or bolts could decimate whole armies ... But I don't like the additional upgrade in P3 as well. As with booming there is a certain run for this upgrades and than the game ends often after the first attack...2 points
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İn that case I would recommend filling the extra space with something, for example paved ground or lamps, so that players know that this seemingly blank area is still ar part of the cc2 points
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I think he means defence towers and sentry towers, perhaps look in structures/Han/tower_defensive_medium.xml2 points
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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/seasonal-changes Some much needed changes are coming for the Fairies, lets take a look at them. Posted by The_Undying_Nephalim on Jun 6th, 2022 We've recently taken a look at two factions that received a bit of an overhaul. The Kokiri had many new Koroks introduced, while the Gohma had a complete visual overhaul. For all the other factions, the changes will be extremely minor and not exactly worth discussing in an article, save for one faction. Let's take a peek at the Fairies, who are the last faction that will be getting quite an overhaul. For the Fairies, their overhaul has less to do with finding a home for a selection of units (the Koroks being added to the Kokiri), or a desire to visually overhaul a faction to fit their nature more (the Gohma). The Fairy changes are quite simply the result of the new Node System being incompatible with how Fairy Seasons worked in older versions of Hyrule Conquest, and therefore a necessity. In all previous versions of Hyrule Conquest, the Fairies had a smaller roster of units compared to every other faction, but they could cycle between four different seasons to transform the way units behaved to adapt to certain situations. While potentially useful, quite a few people reported that the system was a bit convoluted and difficult to time properly when trying to counter an opponent. With this criticism in mind and the new Node System forcing my hand, I went back to the drawing board to try and find an interesting way to salvage Fairy Seasons. At the moment the solution is to really lean into the Seasons replacing the Phases that most other factions use to progress through their techtrees. From a technical standpoint, think of the Fairy Seasons as a modular and non-linear techtree. Where's most factions have to progress through a linear techtree (They start in the Village Phase, progress to Town Phase, and ultimately City Phase), the Fairies, their units and techs require one of the four seasons to be "researched," however the player gets to choose which season to begin a match and the order of seasons to progress through. This should in theory give the Fairies a much larger set of build-order options for various strategies, especially in the early to-mid game. The intention is to give each season and the units connected to them a general theme, but still have some utility so that a player is not screwed over for picking any particular season before others. Another means to help in that regard is to have several of their units and techs not be connected to any particular season. So lets take a look at the following chart, which shows the new Fairy roster and what units can be found in which seasons. Afterwards will be information on the Fairy Heroes and details for each units; while many units will be returning there will still be a few new units joining their roster! Non-Seasonal Units Drove - Droves are returning as the Fairies' early-game, cheap swarming unit. They are slow and frail, but can hover over all terrain and attack from any direction. Stray - Stray Fairies are also returning, with some minor changes. They are now a ranged unit, spitting out small insect-like stingers at their targets. When Abilities are added to the engine, 15 Stray Fairies will be able to combine and transform into a Great Fairy. Great Fairy - A returning Fairy unit, this time leaning much more heavily into the role of a Commander. Great Fairies will have a large passive impact on the performance of other units under their command, as well as a powerful melee magic attack. When slain in battle a Great Fairy will shatter into a Battalion of Stray Fairies. Small Maku Tree - A new unit joining the roster of Fairies, these trees from the Oracle of Seasons will serve as non-combat units that passively increase the health regeneration rate of everything within their aura. In future versions they will also be able to replenish Battalions and restore lost Fairies. Spring Units Scent Fairy - A brand new Fairy unit that uses the magic of the Scent Seeds from Oracle of Seasons. This Fairy will be followed by a randomized group of Wild Animals. In the next release the list of creatures will be relatively small (Probably Dodongos, Tektites, and Arachs), however in future versions the animals will likely be based on the Biome of the current map that is being played on. Magic Fairy - Technically a returning unit, this one was called the Banshee in previous versions. Other than the name change and visual overhaul, they function the same as a ranged magic unit. Great Mayfly Fairy - A large and majestic Fairy that only appears for a short time in Spring. The Mayfly Fairy is able to summon Mayfly Fairy Droves with each attack, which will then proceed to seek out and attack further targets. A trio of Great Mayfly Fairies can quickly spawn an out of control swarm of Droves if they are not dealt with. These Mayfly Fairy Droves have a very short lifespan however, and will eventually die on their own. They spawn several Stray Fairies when slain. Great Fairy Sword - A Unique Unit tied to the hero Venus, these animated swords seem to be carried by an invisible force and hack at enemies. They function much like a standard infantry unit, however since they seem to have no bodies to actually target they have a high dodge rate. Summer Units Gale Fairy - A brand new Fairy unit that uses the magic of the Gale Seeds from Oracle of Seasons. This fairy creates small tornadoes that slow down the movement speed of all enemies nearby. Blast Bloom - A small flower that seems innocuous, but when in the presence of a Fairy they spring to life. The Blast Bloom vomits a large gust of wind at a single target, sending them flying back with Knockback Damage. Great Dragonfly Fairy - A large and reclusive fairy that only appears in Summer. She has power over the earth and can hurl large stones from the ground at her targets. This makes her function much like a catapult, making her a Fairy Siege unit. They spawn several Stray Fairies when slain. Gale Boomerang - A Unique Unit tied to the hero Sekaia, this one is returning with minimal changes. As before, the Gale Boomerang is a fast moving unit that passively deals damage to all enemies around itself, as well as being hard to hit. Autumn Units Pegasus Fairy - A brand new Fairy unit that uses the magic of the Pegasus Seeds from Oracle of Seasons. In the next release these Fairies will passively increase the movement speed of all nearby Fairies. In future versions they will be able to attach to other Battalions and even other Heroes, allowing them to have sudden bursts of cartoonishly fast speeds. Puffstool - Another new unit joining the Fairy roster, the Puffstool is a slow moving creature that deals no attack damage, however every enemy nearby will become Poisoned if they do not move out of the way or kill the Puffstool. Great Butterfly Fairy - A giant Fairy unit and another new unit for their roster. This Fairy is a non-combat unit, however it can rapidly heal injured units and functions as an expensive but durable medic. They spawn several Stray Fairies when slain. Zirro - A Unique Unit tied to the hero Xana, these flying creatures drop explosive spores on their targets. They are excellent Siege units, and in future versions their spores will temporarily disable the production of buildings they target. Winter Units Ember Fairy - A brand new Fairy unit that uses the magic of the Ember Seeds from Oracle of Seasons. The Ember Fairy is pretty straightforward: they light enemies on fire. While Gorons and constructs can shrug off this attack, most units in the game will want stay clear and pelt them with arrows or other projectiles. Kyandokyan - A new Fairy unit, the Kyandokyan will function as their Scout. While they move relatively slowly, they have a very large Line of Sight that can see through any invisible unit. These candle creatures have no attack, however when they are killed by an enemy they explode in a burst of flames and damage anything around themselves. When Day and Night cycles are added to the game in future versions, their Line of Sight will remain unaffected by the dark. Great Crystal Fairy - A giant and powerful Fairy creature of legend that only appears briefly in Winter. The Great Crystal Fairy stuns enemies with her ice attacks, as well as slows down the movement of enemies that attempt to engage with her in a Melee. Mistwalker - A Unique Unit tied to the hero Valfi, the Mistwaker is a returning unit with changes to its role. The Mistwalker is now a Stealth unit, allowing it to remain unseen by most enemies. Coupled with its ability to hover anywhere on the map, and Mistwalkers will be able to sneak into just about any well defended location and attack from unexpected directions. In addition to the units, there have been some tweaks to the Fairy Heroes, including brand new Heroes: Navi Navi is a new Fairy joining the roster of Heroes. She is a tiny Hero that can barely attack enemies, however in future versions of Hyrule Conquest she will be able to be attached to other units and even other Heroes to give them additional stats and abilities. Focus: Scouting and Vision Unique Tech: Line of Sight of all units is increased by 25% Unique Bonus: Fairy Droves can detect Stealthed units at close range. Unique Bonus: Kyandokyan Line of Sight is increased. Ciela Ciela is a returning Fairy Hero, although she has a few changes. Much like Navi her stats are pathetic and she can barely hold up in a fight on her own, but eventually she will also be able to be attached to units and other Heroes. Focus: Health and Healing Unique Tech: Fairy Droves now have a small chance to respawn each time one is slain. Unique Bonus: HP of all units is increased by 10% Unique Bonus: Regeneration Rate of all Fairy units is slightly increased. Venus A returning Fairy Hero, Venus is a Queen of beauty and kindness, as well as a watcher of the Season of Spring. She wields a Great Fairy Sword and can attack enemies in Melee. Focus: Rapid Summoning Unique Unit: Great Fairy Swords Unique Tech: All Fairy Battalion sizes are increased by one additional unit. Unique Bonus: Great Mayfly Fairies now spawn double Mayfly Fairy Droves with each attack. Sekaia A returning Fairy Hero, Sekaia is the Queen of winds and watcher of the Season of Summer. She harasses enemies with her ranged wind attacks and fast hovering speeds. Focus: Ranged units Unique Unit: Gale Boomerang Unique Tech: Attack Range of all Ranged units is increased. Unique Bonus: Great Dragonfly Fairy attack now has increased range and deals Knockback damage to units. Xana A new Fairy hero, Xana is the Queen of Stray Fairies and the watcher of the Season of Autumn. She is rumored to be quite insane, and is not afraid to fight an enemy in hand to hand combat. Focus: Stray Fairies Unique Unit: Zirro Unique Tech: Stray Fairies gain a Bubble Shield, making them very resistant to non-magic damage sources. Unique Bonus: Great Butterfly Fairies now spawn twice as many Stray Fairies when slain. Valfi A returning Fairy Hero, Valfi is the Queen of all Fairies and watcher of the Season of Winter. She is often isolated on a mysterious island in the ocean, rarely appearing on land. She is invisible to the eyes of most enemies, and can sneak up to unexpectedly attack them. Focus: Stealth Unique Unit: Mistwalker Unique Tech: Fairy Droves gain Stealth. Unique Bonus: Great Crystal Fairies gain Camouflage And that is about it for the Fairies. As mentioned earlier, there are changes for several other factions coming in the pipeline but they are relatively minor in comparison to the Kokiri, Gohma, and Fairies. Perhaps it's no coincidence these three factions are so connected in their forest theme, geography, and lore. Regardless, there will be a new version of Hyrule Conquest soon introducing these changes, as well as other fixes and AI improvements Exodarion has been working on. The next time we have an article showing new stuff it will finally be for the brand new feature we've all been waiting for... Finally.2 points
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Here is the third 'Release Candidate' of Alpha 26 - Zhuangzi Downloads - Current bundles are for SVN revision r27067/TBD Linux data and build macOS (x64) macOS (ARM) (Unavailable for now) Windows Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. What changed: Alpha26 – Wildfire Games What changed since the last RC. How to port my mod PortA25ToA26 – Wildfire Games What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Upload your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Play in LAN Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios) Enable feedback and see if it works (Main menu) See this video Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test deleting all saved games Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.1 point
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I knew beforehand that creating multiple accounts in the game was a reason for ban. But lately things have not been going well. Smurf accounts are ruining the game.1 point
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İn A25, abusing OP units and imbalanced map generation are greater threats to balance than smurfs, unless the smurf is much much better than your average player there.1 point
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@Stan`: Having a similar mod, I noticed there are some naming inconsistencies. For example, some trees don't follow the general_specific file naming, some metal mines are missing the 'mine' part, the trees for the steppe biome are in a different directory, ...1 point
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Cossacks and other games from the same developer had some of this features implemented. You could not simply destroy houses. After deleting the buildings, they lost most of their health and slowly burned down. If repaired over a certain health level they could be saved, which in my opinion is quiet realistic, because if you can't hold a captured city you would try to burn it down. In American conquest they also made ranged units fight with daggers when melee units came close. If implementation of a second attack is to hard, one could also add minimum range, so ranged units have to run away to fire as in aoe2.1 point
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I agree. Sorry, devs, but thats bad game design. At the other hand its good that unlocking spear cav champs also unlocks archer cav champs. Disagree. Army camps cost less metal and train rank 2 units. Unlocking champions is cheaper now and allows Rome to be quite a force with its cavalry champions. Try to cure your depressed mood with mods? Lol1 point
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thanks. (is say thanks like this, as you know send it by icon is buggy in forum/topic/15271 maybe we create a new topic for youtube videos to fix that? quick and dirty sulution). i will use this in all future videos1 point
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İnitially I wanted to mark all food as pink, and camels were difficult to see for me so I made them pink as well. Later on, someone suggested that I should make all hunt blue and I forgot about the pink camels...1 point
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Usually happens when the mesh has multiple materials you need to remove them all before exporting. If you do need them to texture the castle properly you need to export one mesh per material.1 point
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Having done an initial read through and evaluation of the civ changes, Four things have stood out to me. Firstly the Athenian second phase champion marine, I like it, a lot, enough to actually play Athens more. Secondly the Persian champion cavalry archer, a nice addition, however identical to to the champion chariot in stats and also unlocked along with the champion cavalry. Persian chariots are now a redundant unit and will never see play again unless for pure aesthetic reasons. And thirdly, and more personally, the Roman civ overview is a pathetic far cry from A23, three alphas and Rome has received nothing new in that time period, just a significant loss of unique features and a few returned features. Far as I am concerned Rome has been the harshest treated civ out of everything. At least give the Roman players something please. Also fourthly, Han is good, I like the clear effort to give it lots of interesting features, It does make me depressed that other civs are not as differentiated though.1 point
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Some feedbacks: Can't see hosted games in the lobby Ratings don't work Added graphics settings = good. Han-Specific: Magonels are powerful and accurate - good. Crossbow infantry is useless - bad Economy is amazing with the Han, especially their farming: 41 farmers on only level 1 farming upgrade could sustain unit spam. The civic centre's footprint is a lot larger than it's actual size, so there are bands surrounding the main building where you can't build anything. This is a bit confusing when you are building fields around the CC. Storehouses look too similar to civilian houses, which in turn looks identical to farmsteads. (No problem, can be resolved by StarGUI) Imperial Academy??? I would recommend decreasing their price or move some champions to barracks as the Han really needs champions. Sun Tzu's Art of war tech is too expensive.1 point
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@Duileoga este paseo lo hice yo. @Trinketos @Lopess pueden sacar texturas de aqui, las fotos las tome yo.1 point
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You cannot just demolish your buildings by pressing "delete" for free, to demolish a building should be some time/resource consuming process. It is hateful when you are stealing your enemy's city or CC and he just destroys it in your face. It also does not make sense. A nice implementation would be that when you demolish a building, something similar to what happens when you upgrade a wood tower to a stone tower happens, but instead the health of the building gradually decreases. You may also need to pay some resources, or even garrison some workers. The cost and time would be a function of the building. Even more, the more resources you pay the faster the building is demolished, so you can decide this depending on if you are in times of war and in need of speed or in times of peace and you don't care to spend some time and save resources. Some unit/technology that can be garrisoned into stone walls to burn rams (like throwing fire down the wall). This would make stone walls much more attractive (or at least attractive). New building complementary to walls: "trenches with water and crocodiles" that block the passage of siege and make the movement of soldiers slower (well, the water and crocodiles are not necessary haha). This would be nice because you can place them in front of the wall to avoid rams destroying it (like it was done in real life). Soldiers cannot attack buildings, except some "arrow with fire" or so. It just makes no sense that a bunch of soldiers with arrows and swords can destroy a building, and it is annoying when your enemy does this... Elephants cannot attack buildings, instead they are very strong against soldiers. It just does not make much sense that a bunch of elephants destroys a fortress... Rams that cannot move unless you garrison soldiers, and increase movement speed/power as soldiers are garrisoned. Make rams very cheap to build, but add this feature to use. Also, rams belong to gaia when no soldier is garrisoned (of course they cannot move or attack in this case), so then if I bring my rams to your city and left them unattended, you can just garrison your soldiers into them and they are yours. Randomize the attack of units. In this way it is not obvious that 100 soldiers will defeat 99. The distribution gives more freedom to tune units, consider for example the attached `damage_distribution.png` for some unit before and after it is trained (increased rank or whatever). Ranged units that switch to sword when very close to enemy (at least optional this). In the movies this is always the case. They are weaker than sword soldiers but anyway.1 point
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I am probably the minority in this, but while those were definitely a pain, a decent roman player like myself could play turtle and grind done those blocks with attrition and siege. And it was greatly satisfying True Roman experience was A23, fight Gauls all day every day, and the holy Roman bolter, I still miss the unit sprite for it, was it necessary to change it Also immortal heroes for maximum one man army shenanigans and roll play. Honestly in a way A23 felt more forgiving than the later alphas.1 point
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you can micro at the moment, just not very much. Perhaps battles seem longer to me due to lag XD. I bet if the game performed perfectly, they would appear much faster too. Instead of lowering damage values, raise repeat times. If my understanding is correct, this would reduce the number of range queries needed per unit time. I played a23 btw. The main thing that stood out to me were the slinger death balls.1 point
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There is precious little to conquer anyway, it is rather fun building elaborate fortifications and watching others break them, but that is irrelevant in A25. Its all boom and go, I like to enjoy my games like I would a good meal, not a ten minute stop at the fast food place and then off I go to do something else. There is more to playing than just winning. It would be nice to have a satisfying experience too. Which we did have in A23 and progressively seems to have evaporated with each alpha. I personally feel quite jaded with the whole thing, if I had the opportunity I would have stayed with A23, at least there was more to personally enjoy.1 point
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Occasionally in A23 I would outright delete my civic center after third phase, place camps and then rebuild it again.0 points
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I didn't go into the lobby or check the forum for 3 months, then today I misclicked on a browser link and came onto the forum I wonder what people's reaction will be when I return... if anyone still remembers who I am....0 points