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Showing content with the highest reputation on 2022-08-06 in Posts

  1. We found a severe bug: Formations of melee units dont fight properly. I think they target all the same unit which makes zero sense.
    2 points
  2. If Persians capture barracks of some other civ, they can train infantry champs in p3 there right away. Slaughtering corral animals should not give experience, and all kinds of animals should be available in p1, because corrals are already too weak in the early game.
    2 points
  3. It worked, thank you! Here's the current progress if you all are wondering what's new.
    2 points
  4. 1302 AD - Battle of the Golden Spurs
    2 points
  5. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/minor-factions An overview of Minor Factions and how they will work in Hyrule Conquest. Posted by The_Undying_Nephalim on Aug 6th, 2022 While the name implies small scale, Minor Factions have always been one of the biggest features I've tried to incorporate into every game I've worked on where it's applicable. As far back as Hyrule Total War the concept of Minor Factions was implemented, though to a much crippled degree because of the nature of that engine. With no limits in 0AD, I've been able to expand on this idea. So then, just what is a Minor Faction? A Minor Faction is like any other faction, just with a much smaller roster of units. These factions represent civilizations that have something akin to armies and villages, but trying to come up with six Heroes and a whopping 20 units is extremely difficult and would stretch well into bottom of the barrel ideas. Each Minor Faction will come with five units, a Hero, and a unique Building. In each match you will have the option of picking one of five Minor Factions by establishing an Embassy with that Minor Faction at your Marketplace. Depending on your pick, you will be able to construct their bases at either Camps or Ruins. Think of a Minor Faction as an extra addition to your techtree that can be used to fill a weakness or missing gap in your own faction. As an example, Moblins are severely lacking in any kind of Mages. A Moblin player might be inclined to establish an Embassy with the Wizzrobe, who can provide them with very powerful Mage units. Minor Factions are not free however, and it can be quite a gamble to rush into setting up one of their bases. You'll have to consider how you can incorporate Minor Factions into your techtree and build orders, and this alone can lead to a pretty insane amount of variation. As far as determining what Minor Factions are available, there will be five options per map and these options are based around the biome of said map. For example, on a Temperate map such as Hyrule Field you will see Lon Lon Ranch show up in your marketplace as an option, where's they are nowhere to be found on arctic maps around Mount Hebra. Instead you'll see Yooks or another arctic Minor Faction as an option. Below is a tentative list of all the possible Minor Faction and the biomes that they appear on (please note this list is not final and subject to change): The next release of Hyrule Conquest will only see the introduction of five Minor Factions, and until a later version all of them will be available on all maps. In this article we'll go into detail on the first of the Minor Factions: Lon Lon Ranch Owned by the wealthy and powerful House of Lontha, Lon Lon Ranch is known throughout all of Hyrule for its famous horses, crops, and especially their milk. The Lonthas have amassed enough finances over the centuries that they are able to keep the Hylian Royal Family at an arm's length and operate somewhat autonomously of the crown. The Royal Family sees no issue with this arrangement, seeing as the Lonthas provide the best horses in all of Hyrule to the Kingdom. Lon Lon Ranch provides a player with a variety of units, mostly based around Archers and Cavalry. Their unique building is the Grain Storehouse, which generates a steady income of Food. Ranch Hand - An assistant who works on Lon Lon Ranch or its many smaller branches spread throughout Hyrule. Ranch Hands require little pay and can be hired in bulk to quickly bolster your army's numbers. They are armed with Pitchforks. Rancher - Skilled employees of the Lontha family, Ranchers tend to chores and the managing of Lon Lon's workforce. They carry bows and arrows and are often seen patrolling the walls and towers of the Ranch. Ranch Rider - Riding on horseback, these mounted units are the finest and fastest cavalry in all of Hyrule, rivaling both the Gerudo and Ordona Province. Cowgirl - Cowgirls are swift cavalry archers, and thus one of the most valuable and aggressive units in the game. They can pelt slower enemies from a distance and quickly take off. You'll need fast cavalry of your own or long ranged archers to fight against them. Cow Cart - Carrying around a large supply of famous Lon Lon Milk, these carts distribute the dairy to those under the Lontha's employ. Units will heal faster when they are idled near the Cow Cart. Malon - The daughter of Talon, Malon has been raised by her father with the sole purpose of taking over the family business. From an early age she had quite an affinity for animals and ranchwork, in particular she has a great fondness for horses and has trained many. She rides on Epona, a horse that she has had since she was a young girl and carries her mother's bow and arrows into fights. Stay tuned, in the future we'll discuss the other four Minor Factions that will release in the next version.
    1 point
  6. You can just follow https://trac.wildfiregames.com/wiki/BuildInstructions with the only difference being the checkout. (Once you get to the https://trac.wildfiregames.com/wiki/BuildInstructions#Gettingthecode1 section, add the revision number to the command) svn co https://svn.wildfiregames.com/public/ps/trunk@25860 0ad Everything else would be identical.
    1 point
  7. Hans are not able to train crossbow cav anymore but if they capture some stables ( I guess) they can.
    1 point
  8. Scenario: I have army of 20 immortals. 19 of them are spear with 1 of them is archer. I'm moving them in any formation from place x to place y. Now, if in between I switch my one archer unit back to spear unit, that unit freezes at his place, while other 19 spear units continue to move to y. When unit 19 units reaches to another place y, suddely after sometime that left out unit unfreeze and move back to formation. This is not happening in no-formation. @Stan` Please check this. adding test video. https://drive.google.com/file/d/1rcGFIjGMh2BT4EYQSvaiA9yAn6apR3SS/view?usp=sharing
    1 point
  9. @mr.nemesis It's fixed in the next version https://code.wildfiregames.com/rP26157
    1 point
  10. Unfortunately, I won't be able to make it to the game. I hope you get some good games.
    1 point
  11. Ok everyone! from the 4 people that responded , we will meet at 2:00pm GMT in the A26 release candidate 2 lobby. I will also be on later, if some players from the Americas don't want to wake up early how about 2:00pm GMT and 9:00pm GMT?
    1 point
  12. Another concept art to the fortress, it´s a old draw
    1 point
  13. Then people will complain about it being too big... Then maps too small, then game too laggy.
    1 point
  14. Its a nice building, it doesnt need a lot of space. fits in a lot of places.
    1 point
  15. Seeing it's a "Must Have" I'll just wait what happens within the next years.
    1 point
  16. The catapult is some kind of artillery, so isn't it logical that one can shoot beyond its own sight? There have been discussions about this, see the ticket and corresponding diff. https://trac.wildfiregames.com/ticket/3517
    1 point
  17. Well they still are
    1 point
  18. Images are a bit tricky but the text should be pretty straightforward to add
    1 point
  19. Lots of people have proposed adding later periods of Rome to the game. Just wait until your next hero is Imperator Caesar Divi Filius Augustus Pontifex Maximus Consul XIII Tribunicia Potestas XXXVII Imperator XXI Pater Patriae.
    1 point
  20. It's there, the strings are just missing and need to be added back
    1 point
  21. They can be added back in later.
    1 point
  22. Yeah, his name should be truncated. His full name and epithets can be given in his History section.
    1 point
  23. 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
  24. Such a good game and such a mediocre title...
    0 points
  25. The AI plays once every 8 turns or something. It seems sometimes they forget about their units, or don't know what to do with them @JCWasmx86 might know more.
    0 points
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