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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. Thank you very much that works out perfectly, the tech tree is showing up now! Just a question though, is there a way to zoom into or enlarge the techtree display? There's a bit of empty space on my end:
  2. I ended up combining all the planned resources into four generic resources: Food, Material, Ore, and Currency. Each faction just has different sources they can gather from. For example Gorons can't gather from bushes or hunt, they can only build Rock Sirloin mines. Zora's dont have any need for trees at all so they don't get Material from trees, only from stone. As for trading such different resources at the market, my current "in game lore" reason is that there's some chain of merchants who sell off the resource your factions has and exchanges it for the proper one to then send to your ally. It's a bit of a convoluted explanation but for players that only care about multiplayer gameplay it probably doesn't matter.
  3. I might just release it publicly on Christmas, just got to make sure my Patrons are ok with it first. I really wanted to release this for Patrons at the start of December and then for everyone on Christmas but my time to work on everything was cut very short due to my job.
  4. All my factions currently just use the generic phase_town and phase_city techs. It's strange, every building, unit, and tech for the Zora is showing up and can be built, trained, or researched with no problem. I've tried removing all of my techs from the game and the problem still shows up on the techtree screen so it's probably a unit or building.
  5. Well I'm getting a very strange error when I try to look at the Zora Techtree in game: Every unit, building, and tech for their faction works perfectly, there's nothing that's not showing up and both the town and city phase can be researched at their civil center.
  6. Awesome that worked. Last-last question, is there a way to make it so a technology is instantly researched when a building is finished being constructed?
  7. The idea for the ability is similar to the Orc "Pillage" ability from Warcraft 3, where each hit of damage against enemy buildings added Gold to you resource count. Basically each time a unit deals damage it also adds gold. Getting a Rupee burst on death as loot might be the best workaround in the meantime though. Last question, how exactly does the game detect and use Team Bonuses? I've found them floating around in simulation\data\auras\teambonuses and I've made them, but I have a feeling I need to do something more then just have a civ_ prefix because none of them are working.
  8. I'm adding in a few last minute things and I want Gerudo units to gain a slow trickle of Rupees when they are attacking enemy workers and storehouses.
  9. Another small question I might have asked before but don't remember, is there a way to make it so that attacking a specific class of unit generates a trickle of a specific resource?
  10. Upon closer inspection I think it is working, it's just not displaying that the unit has the ability to counter when you hover the cursor over their portrait.
  11. Just a quick question, is there a ranged version of this: <Bonuses> <BonusCavMelee> <Classes>Cavalry</Classes> <Multiplier>3.0</Multiplier> </BonusCavMelee> </Bonuses> It doesn't seem to work for ranged attacks. Changing BonusCavMelee to Bonus1 doesn't seem to work either.
  12. Yes the Mine has the correct resource supply . <ResourceSupply> <KillBeforeGather>false</KillBeforeGather> <Amount>Infinity</Amount> <Type>food.rocksirloin</Type> <MaxGatherers>3</MaxGatherers> <DiminishingReturns>0.90</DiminishingReturns> </ResourceSupply> The problem isn't the mine, the problem is the AI lays the foundation for the mine but never ever sends a worker to actually finish building it. The AI places the mine but leaves it un-constructed and when it runs out of resources the workers don't even bother to finish building the mine. This is of course unless I remove the "Field" classlabel from the mine, then they do build it but do not mine from it. Here's the Goron Miner template and every other parent: goron_miner.zip
  13. This doesn't seem to be changing anything. The AI still just puts down the foundation for the field but still sends no workers to actually finish building it despite the fact that it does run off to finish other buildings. Removing the Field classlabel from the field causes them to build it asap as they should, but they don't harvest anything from it.
  14. I added Field as a class in, although now the AI places the foundation for the building but never actually completes it, runs out of resources and just sits there hopelessly trying to gather from bushes. Is there a way to force the AI to build a field immediately?
  15. My Goron workers do not have the ability to gather fruit, nor do any of their parent templates. I've gotten rid of gathering from template_unit as well. They are still clustering around fruit bushes and apple trees like they want to gather from them, and they will not gather from the Rock Sirloin mines like they should.
  16. That does stop the Gorons from clustering around meat sources, but they still seem to be doing it for bushes. Im guessing more script is needed for bushes?
  17. It does seem like it's an AI problem. Hovering over bushes, meat, and farms brings up no gathering icon for my Goron workers and it doesn't let me right click to harvest them, so it's all correct. Their template entries are fine and none of their parents have fruit or meat as possibilities: <Rates> <food.rocksirloin>1</food.rocksirloin> <wood.rock>0.7</wood.rock> <wood.ruins>5</wood.ruins> <stone.ore>0.35</stone.ore> <stone.ruins>2</stone.ruins> <metal.rupees>0.35</metal.rupees> </Rates>
  18. So I've compressed most of my reasources into 4 generic resources, which should make trading between all races work. I combined Wood and Stone into a generic resource, I'll have to think of ways to differentiate harvesting them for races that can use both. I'm also still not sure what to do with the Aura and Sols resources, seeing as their nature basically makes them impossible to trade. It's still a very long way off before I get to factions that use those two resources so I won't worry about them in the meantime. A quick question though, what files determine the sprites that shows up when you select a worker and then hover the cursor over a resource to harvest it? EDIT: also how do you link animations with harvesting of specific resource subtypes? My workers now just have idle animations when harvesting subtypes that are not from 0AD. EDITEDIT: And the Ai..... the ai is still trying to harvest subtypes I cant harvest now. The Goron AI is going after berry bushes that it cant harvest and ignoring the Sirloin Mines it built.
  19. I'll consider turning everything into sub-resources. My only issue is the Aura resource, it's essentially a supernatural magic that can't exactly be translated into food or stone or anything else. It'd be like asking to trade the Force from Star Wars for bundles of wood and stone. EDIT: At the very least would it be easy to make it so that the resource icons change depending on the civ you are playing as? If you are playing as the Hylians it shows the steak icon for food, but when you are the Gorons it shows the Rock Sirloin icon for food, for example. It would also be neat for the Pop Cap icon, it could show little faces for the race you are playing as instead of just a generic icon.
  20. I'll see if I can get my work up on GitLab - I imagine the Zora player would just not be able to give another player that resource unless they also happen to be playing a faction that also uses Coralmold. If their ally is a Goron the option to trade coramold would just not show up at all. - I suspect treasure might end up only taking the form of Rupees, which is the resource that every faction uses. If there are treasures of other resources that a faction can't use I would imagine they either don't get anything from the treasure or perhaps it's converted to Rupees? - This one probably is a bit more complicated. I can imagine that it would need something that specifies which faction is killing the unit and then give them the appropriate resources, instead of the unit having a fixed set of resources on death. This would be most notable for the undead factions in the game, as kills would always translate to Corpses for them but not other factions. There are more then 4 resource in the game, but each faction will only use four at a time. I pretty much just need an on/off switch with resources to show up or hide themselves in the UI depending on what faction you are playing as. They probably just can't be sub-resources because it would probably be immersion-breaking to trade away something like Coralmold and it magically shows up as Wood for another player. Most of the new resources are harvested from buildings that a player constructs (such as Coralmold), and wont be a factor in map generation. Coralmold is grown from farms like food, Rock Sirloin is harvested from a building that Gorons build, Corpses are gathered from killing units, Sols are energy created from power generators, and the magic Aura similarly is an auto generated resource.
  21. I'm still not sure what this means, nor do I see an example of what specifically I need to do. I probably need instructions, something like "Open this file, put these lines of code in this file." I really need this only-4-resource-per-faction thing it's the only thing left preventing the next release.
  22. Well hey there it's a Zora River map: Is there a tutorial on how to do that? I kind of need specifics when it comes to anything that involves scripting.
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