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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. I have tried spawning many particles rapidly to try and create the illusion of a solid beam, the problem is at most speeds there's "gaps" between the particles and even then it looks like many small round particles and not a clean solid beam. I really want to try and recreate a solid and nearly instantaneous beam effect that has almost no travel time from the attacker to its target.
  2. Another question about a lower priority feature I asked about years ago, is there any way to properly implement a "laser beam" in the engine? There are quite a few units that are supposed to have what can be described as a laser beam attack and I've had to use less than ideal alternatives like a fireball.
  3. Definitely was the answer I needed and now I got swimming stuff to work, thank you for pointing me to him! https://www.moddb.com/mods/hyrule-conquest/videos/they-swim-now
  4. I have been hoping for this feature to be added to the engine for YEARS and turns out you did it with a simple UnitAI hack.
  5. It was probably obvious that I've not been around there parts in awhile, and thanks to people posting news here in my absence... probably obvious that Hyrule Conquest sort of fizzled out and more or less was stopped. After taking a break for a few months I'm considering making an effort to try and continue sometime in the next few weeks. In addition to the reasons mentioned in other posts (Burn out and fatigue, being dragged away by Star Fox Event Horizon), there have been other reasons that contributed to Hyrule Conquest fizzling out over the last several years: namely that I've not had any person skilled in creating components dedicate the time needed to finish the remaining features of this mod. While Exodarion and Askarus have done wonders in the past, both have more or less moved on to other ventures and I've been left with massive missing features that were planned still waiting to be done. If anyone here has the skill to implement any of the following features, please do not hesitate to contact me: - Multiple unit types in a single Battalion: I suspect this is probably not too difficult, but at the moment our Battalion system can only include one type of unit per battalion. We need to be able to have multiple unit types in a single battalion for things like banner carriers, healers, and captains. In addition, I'd really like the ability to manually train things like Banner Carriers and Captains that appear with the battalion rather than from another building. Alternative, being able to "attach" something like a captain to a selected Battalion would work. - Replenishing Battalions: I would like to implement a feature where Battalions slowly replenish lost troops under certain specified conditions in their templates (Anytime, Within Territory, etc) - Enable Swimming Animations: A feature I have long requested since as far back as 2017, units being able to automatically switch to a set of swimming animations when they move from land into water. I have numerous units that at the moment just walk on or underwater instead of properly swimming as they should. It looks terrible and after over a half a decade I'd love to finally have this feature implemented. I imagine they'd just need some kind of "swimming" variation for the normal animation sets, something like "swim_run, swim_walk, swim_attack_melee, swim_attack_ranged" etc. - Glow Shader: Another feature I have been practically begging for since as far back as 2017. I have seen various implementations of this in screenshots but it has to this day never been released. There are many ghostly units and creatures known for their glow effects that are missing them and they look terrible in the game at the moment. - MP4 Support: A very low priority feature but one I would still be interested in. There are a variety of pre rendered cinematics I have made for the game and there is currently no way to play such videos during the game itself. We had worked on a very sloppy alternate solution, where a youtube video just pops up in the middle of gameplay but obviously this is extremely unprofessional and looks bad. Honestly any video format would probably be nice, just MP4 seems really common and takes up little space and has been easily implemented into other open source engines I currently use. - Someone that can fix everything 0AD updates break: By far one of the biggest hurdles Hyrule Conquest has faced over the last several years and has contributed to killing motivation is nearly every feature we've added breaking with a new version release of 0AD and setting us back in time for months, sometime almost a year. Someone who can help with this in the future would be fantastic. If I cannot get these features implemented then I'm sad to say that Hyrule Conquest will never be completed, at least not to the objectives that it was trying to achieve since I started in 2017.
  6. I hate to necro such an old thread, but was being able to specific the amounts of specific starting resources ever implemented, or am I forever stuck with all starting resource amounts being the same for every resource?
  7. 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
  8. 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.
  9. 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.
  10. 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
  11. 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>
  12. 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:
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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>
  20. 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>
  21. I've got a quick question, is there any timeframe or idea when this feature might get included? https://code.wildfiregames.com/D270 It would be really handy since I have a metric ton of techs that are supposed to upgrade units into different types of units and being stuck using the promotion system is pretty limited.
  22. Oh yeah I forgot we talked to Exo about some gameplay stuff. I guess people will have to put up with my psychobabble to get to it.
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