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The Undying Nephalim

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  1. The Stalfos The word Stalfos has its etymology in the ancient Akkalan language, and refers to bones of once living creatures. In modern times the term is applied loosly to almost any undead abomination and monstrosity. As a political entity, the identity of the Stalfos has changed just as dramatically as all the kingdoms that have risen and fallen across the history of Hyrule: due in part to the undead being the servants of many fighting lords and necromatic powers. HISTORY The origins of the rituals and practice of animated skeletons is lost to time. Many Hylian scholars agree that necromancy had its origins west of the Gerudo desert at a time when dragons still ravaged the land. In the ancient lore of the Gerudo and Akkalans, necromancy was common practice during the Ancient Age in the far west of Hyrule. The Kingdom of Ikana and Cobble Kingdoms were famously destroyed during the height of their necromancy practices. Many cults to the forgotten god Mudora practiced necromancy rituals deep in the Gerudo Desert. After King Nohans' conquest of Hyrule, the Ancient Akkalans enforced a complete ban on all forms of necromancy and thus the practice faded for hundreds, if not thousands of years. Petty necromancers and Gerudo Kings have occasionally tried to revive the practice over the centuries, with little luck. In modern times there have been stories of Stalfos appearing in larger numbers than was usual. Whispers of necromantic powers returning the Hyrule are not uncommon. Indeed, there are forces at work that wish to revive the long forgotten arts of cheating death. NECROMANCERS Without a master, most undead simply wander without any clear objective. Shambling Stalfos and ReDead zombies can be found aimless in the darkest corners of Hyrule, remnants of a long gone necromantic age. Should these horrors ever fall under the power of a necromancer or mage with enough skill, they could be used to wreck untold havoc on the world as a fearless horde of soldiers that feel no pain and no remorse. PLAYSTYLE The Stalfos have a very distinct gameplay structure that deviates from many other factions. The Stalfos are not creative by nature, and cannot construct new buildings or train new units. Rather they can only transform dead material into what they currently need. In terms of structures, the Stalfos must capture pre-existing ruins on a map and by ritual transform them into the buildings they need. Should there be too few ruins for their purposes, the Stalfos can expend many Rupees to unearth a new set of ruins at a target location. Once these ruins have been dug up to the surface of Hyrule they can convert them into the structures that they require. As for Stalfos units, they accomplish expanding their army by collecting the corpses of their victims and converting them into the forms they need for battle. This is represented by the "Bone" resource, which replaces food. Bones can be harvested from any dead organic creature, as well as graves found on some maps. If a Stalfos player has a unit that can directly raise the dead, they can instead instantly turn corpses into new units. For more details on the Stalfos Heroes and their unit roster, check out the spoiler below: HEROES
  2. I feel like the way particles work right now is good for most effects, especially things like fire, cloud or smokey effects, sparkles, and bolts of lightning. The only particle that I've not been able to recreate well in 0AD is a solid beam like some kind of laser. There are always gaps in the laser beam even when I set the particle spawn rate to an absurdly high number.
  3. I don't have a dedicated video trying to show particles, but I'm sure there are instances in a lot of my videos. A lot of my Zora units use particle effects, such as the Sapphire Warden. The Gerudo Ice Archers have an arrow/particle effect combo.
  4. Magic projectiles are not hard to do, just add the particles in question as a prop to a unit's actor file and attach it to the "projectile" bone. Particle actors to attach to bones are found in art\actors\particle and particle behavior is found in art\particles
  5. Any idea why the new Attack.js would be causing this error? <p class="error">ERROR: JavaScript error: simulation/components/Attack.js line 380 SetGlobal "AttackHelper" called multiple times @simulation/components/Attack.js:380:8 launchGame@gui/gamesettings/GameSettings.js:128:11 launchGame@gui/gamesetup/Controllers/GameSettingsController.js:273:18 onPress@gui/gamesetup/Pages/GameSetupPage/Panels/Buttons/StartGameButton.js:60:52</p>
  6. The Sheikah Cadre The Cadre is the ruling body of Hyrule's seven Sheikah Clans. Composed of the elders of each clan, the Cadre forms a council that is moderated by the high Maz Koshia, or eldest Monk. While each clan has their own laws and acts with a degree of autonomy, the rule and order of the council can and will dictate what the Sheikah as a whole do. HISTORY The Sheikah as a people are ancient, dating back to the times of Akkala. While records of their deeds are few, many legends surrounding the Sheikah placed them as mediators between Hyrule and the Oocca. The Divine Oocca would use the dark arts of the Sheikah as an instrument, rooting out corruption and demons. This role seems to survive into modern day despite the absence of their Oocca masters. The Cadre's goals are not explicit to outsiders, though it seems in general they wish to direct history and avoid cataclysmic disaster and change. To accomplish this the Sheikah have adopted extremely subversive and secretive methods: Spying, bribing, black mailing, and assassination to change the course of events rather than military or diplomatic might. If there is a great and powerful monarch in Hyrule, odds are the Sheikah are responsible for putting them there and keeping them alive. THE SEVEN CLANS The Cadre are currently composed of seven Clans. Throughout history there were many more, and indeed there may be additional clans that have long since departed Hyrule. Each clan operates much like an independent state with oversight from the Cadre council. They provide resources through tribute, as well as spies, information, and soldiers. The Sheikah Cadre's military is small but highly disciplined and skilled, due in part to the long lifespan of their people. It is usually segmented and broken between each clan, but multiple clans will form combined armies when directed by the Cadre. PLAYSTYLE The Sheikah are few in number, but their soldiers are generally stronger than those of other armies. Within the Cadre's roster there is a high emphasis on speed, dealing damage, and most importantly: stealth. Many Sheikah units have the ability to hide under the noses of enemies, which can lead to many sneaky strategies and circumventing enemy armies. For more details on the Sheikah Heroes and their unit roster, check out the spoiler below:
  7. A random question, but where are the Rally point flag textures and what files control which ones appear for each civilization? This is something I keep forgetting to do and I can't seem to find where they are in 0ad's files.
  8. This is probably what is actually causing the problem, only one Sundial is a allowed to exist so there's a bug if it's letting you make more than one. Multiple sundials in different seasons are probably causing an infinite loop of unit promotions.
  9. The Fairies changing the seasons is a pretty large scale magical effect, not exactly natural. That being said, I'd not be opposed to the change being like a shockwave that slowly spreads across the map from the Sundial after it changes the seasons. I have to work with what's in the engine currently and I'm not skilled enough to make my own components.
  10. Yup, that Kokiri tech works in a very similar way to the Fairy Seasons, they both cause units with a certain classlabel to promote into a different unit. In the case of the Kokiri though it's only certain units, with the Fairies every single unit and building promotes at the same time. I can imagine that is probably taxing on the engine when there are hundreds of fairy units and dozens of buildings all trying to promote at the same time. Hopefully a less expensive method of transforming units into new units is incorporated some day.
  11. With the Fairies their units have completely different functions in each season, so a visual actor change is not enough. The Great Fairy is a healer with no attack in Spring for instance, and has a fire attack in Summer and cant heal.
  12. 8GB of RAM should be fine, especially since you are playing with the Low Poly patch. It probably is a graphic related problem if disabling particles solves a lot of the issues though. I suspect the Season switching is unrelated to the visuals and might be memory related since so many units are being promoted into different units at the same time. Once there is an easier way for me to use the Season system in 0AD without having to force so many units to promote at the same time that might help. Unfortunately at the moment the promotion system is the only way to have transforming units in 0AD. btw I really like that sprite of Saria you have as your pfp.
  13. Giving it UnitAI seems to just cause an error <p class="error">ERROR: JavaScript error: simulation/components/UnitAI.js line 4292 TypeError: cmpUnitMotion is null UnitAI.prototype.MoveToTargetRange@simulation/components/UnitAI.js:4292:2 UnitAI.prototype.UnitFsmSpec["Order.Gather"]@simulation/components/UnitAI.js:595:7 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274:12 UnitAI.prototype.PushOrder@simulation/components/UnitAI.js:3637:13 UnitAI.prototype.ReplaceOrder@simulation/components/UnitAI.js:3750:3 UnitAI.prototype.AddOrder@simulation/components/UnitAI.js:4830:3 UnitAI.prototype.PerformGather@simulation/components/UnitAI.js:5104:2 UnitAI.prototype.Gather@simulation/components/UnitAI.js:5064:2 g_Commands.gather/&lt;@simulation/helpers/Commands.js:241:4 g_Commands.gather@simulation/helpers/Commands.js:240:3 ProcessCommand@simulation/helpers/Commands.js:47:3</p>
  14. I got it to work. As we talked about though, sadly it does not do what I thought it does. I should probably point out that it does not cooperate with Auras and gives a large error message if a unit with an Aura promotes: <p class="error">ERROR: Script message handler OnValueModification failed</p> <p class="error">ERROR: Script message handler OnValueModification failed</p> <p class="error">ERROR: Script message handler OnGlobalValueModification failed</p> <p class="error">ERROR: JavaScript error: simulation/components/ProductionQueue.js line 843 TypeError: cmpPlayer is null ProductionQueue.prototype.OnValueModification@simulation/components/ProductionQueue.js:843:15 AuraManager.prototype.RemoveBonus@simulation/components/AuraManager.js:168:1 Auras.prototype.RemoveBonus@simulation/components/Auras.js:436:1 Auras.prototype.RegisterGlobalOwnershipChanged@simulation/components/Auras.js:326:1 AuraManager.prototype.OnGlobalOwnershipChanged@simulation/components/AuraManager.js:271:4</p> <p class="error">ERROR: Script message handler OnGlobalOwnershipChanged failed</p>
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