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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. There will be ten resources in the game, but each faction never uses more then four. This is why I need resources to hide themselves from the UI if they are not used by a faction. For example only the Goron factions use Rock Sirloin, none of the other factions use it so it should not show up in the UI for them. Likewise the Gorons do not harvest Food at all and it should now show up in their UI. Here's a list: Rupees: Used by every single faction in the game, except for the Gohma. Basically serves the function of gold and currency. Food, Wood, Stone: The three most common resources, used by roughly half the factions. Metal: Used by more industrial factions like the Gorons, Labrynna, and Lokomo. Rock Sirloin: Used by the various Goron factions. Replaces Food. Coralmold: Used by all four Zora factions and other aquatic factions. Replaces lumber. Corpses: Used by the undead factions like the Stalfos and Ikana to make soldiers. Replaces Food. Sols: Used by Twilight factions to power all of their units and buildings. Aura: Used by magic heavy factions like Fairies, Wizzrobe, and the Oocca. I don't at the moment but I could set one up.
  2. Does this only limit 4 resources showing up at a time or just resize the icons so all resources fit?
  3. Well it's that time again, that time I bother about getting only 4 resource types showing up per civ. It ain't so bad at the top: But it's a bit of a problem at the marketplace: Anyone have the know-how to get this working?
  4. What do we have here... some map creeps to fight, maybe even capture: I had a feeling it was a Class, I just couldnt seem to find any examples in 0AD. That seems to do the trick though.
  5. I guess another question for something that's confusing me, what determines if a building counts towards teching up from the village to town, town to city phases? I have several buildings that all require the town phase tech but they are not contributing towards the count in order to tech up. Is there some class I need to add to buildings?
  6. It works! Also adding SharedLoSTech in a faction specific player file worked. Another question, is it possible for a technology to spawn a unit near the building that did the researching when it finishes researching?
  7. Some factions in my game have an alternate version of the tech that they can unlock in the village phase as opposed to the town phase, it also has more effects then just shared vision. I'll try this out. Another question, is a negative regen health rate possible in the engine? I have a lava moat with an aura that gives nearby enemies a negative regen rate to their HP but it doesn't seem to work, only positive values. Maybe my syntax is wrong: { "value": "Health/RegenRate", "subtract": 0.8 }
  8. It was brought up a few weeks ago but I only just got around to it: <SharedLosTech>unlock_shared_los</SharedLosTech> How do you allow more then one tech to enable line of sight sharing? It seems to only be able to handle 1 entry.
  9. The Heroes for the Gorons and Zora: Yup that was the problem, thank you for pointing that out.
  10. A weird thing I'm running into, I'm not sure if it's a bug or not. I have an actor with multiple animated props attached to it. Every time the unit uses its ranged attack it plays additional attack sounds for each prop attached to the actor that it uses. Is there a way to limit it to just play one attack sound at a time?
  11. I got all the Zora buildings done, I hope I can get the aqueduct system to work before I have to put out the next release:
  12. The collision of the Aqueducts is like gates, yes. I've modeled and scaled the Aqueducts to be large enough for big units like the Elephants to walk under. Really huge units like Titans will have an aura that rapidly damages and destroys structures like walls and Aqueducts to simulate them just waltzing on through.
  13. Unfortunate, I suppose in the next version the Zora and Gorons will just be stuck with the standard build scheme. Maybe some day a brave coder will make the aqueducts possible. Maybe someone could at least walk me through making components files to make something like this possible? With a bit of education I might be able to pull this off myself.
  14. That's the backup plan if I can't get help before the next version is ready. Does the 0.22 AI know how to handle upgrading buildings instead of building them with workers though?
  15. Blast, it's looking like the Zora base building method is going to need new components despite my initial hopes. So... I'm trying to make it so the Zora buildings are all interconnected by aqueducts , and interspersed between aqueducts are empty pools that buildings are forced to be built upon. Making the Aqueduct system was easy enough; just copy the walls, replace all the wall segments with the aqueducts and the towers with the empty building slot pools. Problems however: 1) How do you make it so that walls (or in this case the aqueduct) Snap to the center of buildings other then a preexisting wall tower? I want is so the player is forced to build an Aqueduct from a preexisting Civic Center or building, but it seems to be limited to either the proper terrain or a pre-existing tower segment. 2) Similar to the goron building problem, is there any instruction on how to make it so workers can only build building on top of slots instead of terrain?
  16. Annnnddd the Mage heavy fully aquatic Zora Dominion army is done: As usual, unit details: Time to get all the buildings in now
  17. I'm guessing no one knows how to make a component for something like this then?
  18. The wall set placements only appears when you drag the wall across buildable ground. I need something where you simply place and it spawns multiple entities around it that are also destroyed with the host building if it's taken down. Workers then need to be able to build buildings that can only be built on top of the entities that spawn around the building, snapping to the center and facing the proper direction.
  19. Perhaps on a smaller scale for the Gerudo. Maybe the Palace can add three buildings on its sides and four towers to the corners?
  20. Maybe some visuals might help what I'm trying to go for. The Goron "Civil Center" basically spawns pre-set entities around itself: You order a worker to build and the buildings can only be built on the entities that spawn around the Civil Center. They snap to the center and rotate accordingly, ignoring collision with each other so it looks like one large expanding building:
  21. I'm hoping to have it so certain buildings spawn "nodes" or "plots" in pre-set arrangements around themselves that workers can then build new buildings on. Imarok suggested having a building construction class limited to the node or plot. The problem is I don't know how to have a building spawn other entities in pre-set arrangements around itself, and have those disappear if the building is destroyed. I'm also not sure how to limit a build class to another entity in pathfinder.xml, only land or sea.
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