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The Undying Nephalim

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Posts posted by The Undying Nephalim

  1. 1 hour ago, Nescio said:

    How many resources do you intend to have in the long run? It's probably more efficient to properly redesign the gui once than it is to tweak everything every time you add a resource.

    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.

     

    1 hour ago, Nescio said:

    PS Do you also have a location (e.g. github) where one could easily browse or view individual files of your mod? This would make it easier to help you if you encounter problems.

    I don't at the moment but I could set one up.

    • Like 2
  2. 30 minutes ago, Nescio said:

    Actually I had this problem as well in my mod, 0abc, in which I wanted to add one resource. Being able to display it properly everywhere (including on low resolution screens) forced me to partially redesign the GUI. You can find everything I changed at: https://github.com/0abc/0abc-unified

    I also expanded and updated https://trac.wildfiregames.com/wiki/ModdingResources

    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:

    R08eQGS.jpg

     

     

    But it's a bit of a problem at the marketplace:


    ZAXDRlT.jpg

     

    Anyone have the know-how to get this working? :angel:

     

  4. What do we have here... some map creeps to fight, maybe even capture:

    armosruins1.jpg

     

     

    11 hours ago, SirPope said:

    The classes Village, Town, and City ( Though, City isn't really used, i don't think ). Anything that can be built with-in a specific phase should have that phase in the class or visibleclass tag. That way they will count toward the requirements for the next phase (and any tech you want to add a requirement for). They should have it, if you want them to count I should say.

    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. :victory:

    • Like 4
  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. 9 minutes ago, Nescio said:

    Try "add": -0.8 :)

    It works!

    Also adding SharedLoSTech in a faction specific player file worked. :victory:

     

    Another question, is it possible for a technology to spawn a unit near the building that did the researching when it finishes researching?

  7. 15 minutes ago, Nescio said:

    If there are several technologies which enable it, then if you have researched one of those, then why would you research another one?

    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.

    15 minutes ago, Nescio said:

    And if you want different factions to have different vision sharing technologies (but only one each), you can do that by keeping "<SharedLosTech>unlock_shared_los</SharedLosTech>" in the generic "player.xml" file, and inserting into the specific "player_x.xml" file of faction X:

    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. 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?

  9. 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.

  10. 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.

    UDbaodW.jpg

     

    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. ;)

  11. 11 minutes ago, wowgetoffyourcellphone said:

    You could make the "wall tower" pools have an upgrade option for each build type. A good halfway measure?

    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?

  12. Blast, it's looking like the Zora base building method is going to need new components despite my initial hopes. So...

    WPkuXs3.jpg


    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? 

    • Like 2
  13. Annnnddd the Mage heavy fully aquatic Zora Dominion army is done:

    DqwAxMd.jpg

    As usual, unit details:

    Spoiler

    Servant  

    PnXDsVy.jpg
    Civilians that operated as a skilled workforce under the Dominion, Servants were the backbone of any Zora undertaking. Harvesting resources, tending Coralmold gardens, and building the glorious structures of the Dominion were but a sample of their tasks.

    Infiltrator 

    Cnktuur.jpg
    Undergoing years of extreme body shaping, Infiltrators could sneak into just about any place they needed to get the information they were after. Their warped frames allowed them to bend into just about any position, and squeeze through any crevice that their skeleton could get through. Such talents were used by the Dominion to scout and spy on their neighboring lands.

    River Patrol

    SX83wZc.jpg
    Frequently seen travelling along the Zora's River, the police force of the Zora kept order within the Dominion. With their light spear and buckler they were able to handle all sorts of minor threats, from bandits to wild creatures, to criminal uprisings.

    Blademaster

    e0ENfNI.jpg
    Armed with a curved falchion, Zora Blademasters marched in the front lines of their invasion forces on many occasions. They emphasized speed and form over brute strength and durability, preferring to disarm their targets.

    Halberdier 

    5oMipl7.jpg
    Scores of Zora Halberdiers defended the borders of the Dominion for many centuries. Armed with their signature bladed polearms, Halberdiers were slow and clunky on land, but quite a force to face in the waters of their own cities.

    Boomeranger

    8yfpTTo.jpg
    Boomerangs were a unique weapon created by the Zora, and these quick warriors were skilled in using them in combat. A Boomeranger did not have the range of most archers and mages, but the wide arc of their attack could hit multiple enemies and deal quite a bit of splash damage.

    Healer 

    Dg8hh1d.jpg
    Nursing and healing the wounded is a large field of study among the Zora, and as such they have applied such knowledge to the battlefield. Zora Healers bring their medical talent to the frontlines, giving potions and magical aid to injured soldiers so they might fight on and survive longer.

    Spark Mage 

    SvyMFB2.jpg
    Carrying an electrified crystal in one hand, the powerful Spark Mages could unleash a white-hot bolt of lightning from quite a distance. A single shot could stun its victim, and sometimes instantly incinerate a target. Spark Mages needed protection however; they were very vulnerable to damage and could do little to defend themselves in a melee.

    Shock Trooper 

    EikMnAd.jpg
    The heaviest soldier in service of the Dominion, Shock Troopers are sent into battle when enemy forces begin to pose a serious threat. Armed with a falchion and durable coralmold shield, Shock Troopers can serve a variety of roles in the Dominion army.


    Hyrdophant Lancer

    EVdP8az.jpg
    Riding on the back of a younger Hydrophant, these spear armed warriors served as cavalry for the Dominion. While Hydrophants were slower on land compared to mounts used by other races of Hyrule, they had quite an advantage when crossing into bodies of water.

    Kyameron Master

    6l6KmS6.jpg
    A rare type of Mage found within the Zora Dominion, Kyameron Masters wield the power of animating and giving life to water. Their methods are kept secret to those outside of cults devoted to Malkorbagia, but they are more than willing to lend military aid to the Dominion during times of war. A Kyameron Master could summon autonomous blobs of living water to go forth and attack enemy forces.

    Kyameron

    FFjgAGJ.jpg
    An animate blob of water that seemed to be able to act on basic orders from the master that summoned it. Kyamerons were not particularly powerful, but a large swarm of them could easily keep an enemy army distracted.

    Morphite

    uqXEq0j.jpg
    A large and monstrous tentacle of water created by a group of powerful Kyameron Masters. A Morphite could cause much havoc on the battlefield, flailing widely and dealing damage to anything around itself.

    Sapphire Warden

    u9k87au.jpg
    Zora Mages that have long been in study of magic, Sapphire Wardens could alter water and ice to the point of creating Blue Fire; a chilling flame that could then be used as a deadly weapon. Their attacks could dramatically slow the movement of approaching enemies, and the cold flames could persist for some time after landing on the ground.

    Hydrophant Demolisher 

    41IRUX2.jpg
    Riding on an adult Hydrophant, these large beasts could use their massive weight to ram into other large targets. The Dominion frequently used Demolishers to break through enemy walls and knock down towers and buildings. They were somewhat less effective against smaller and mobile targets, seeing as Hydrophants have a difficult time focusing on movement below their heads. 

    Floodmaster

    jzN7U8I.jpg
    Floodmasters represented some of the most powerful Mages in not only the Dominion, but the entire land of Hyrule. Though it took a lifetime to master, their abilities to warp and control water rivalled that of the Sage of Water herself. A lone Floodmaster could summon forth a surge of rushing water, knocking back enemies much larger then the mage quite a distance.

    Domain Supreme

    8fiMnZ3.jpg
    Veterans in the Dominion's army, Domain Supremes were both skilled warriors and commanders. A lone Domain Supreme could keep a unit functioning and morale high, while an entire legion of Supremes could dramatically improve the performance of an entire army.

    Mage Cannon

    sA4pr2V.jpg
    Breaking a shard off of the powerful Mage Crystals and laying it in a mobile chassis, these cannons could be pushed around by Zora magic users and overloaded with power. When reaching capacity, a Mage Cannon would explode with tremendous force and unleash a powerful electrical bolt that could incinerate just about anything it hit.

    Hydrophant Canopy 

    j0Vrevb.jpg
    A Unique unit of King Zora Du Bon XVI. These massive Hydrophants were outfitted with canopies on their backs that could garrison and transport units. Ranged units such as Mages could easily attack from on top of the canopy and enjoyed some defense from ranged attacks in return. The Hydrophant itself could attack and crush enemies in melee, though it had a difficult time against large mobs surrounding it.

    Nayru's Blessed 

    JVnk6zs.jpg
    A Unique Unit of Princess Ruto. Nayru's Blessed wielded an extremely rare magic that could create crystalline barriers from their staffs. These mages could use such an ability to create defenses around themselves and their brethren in battle. Units within formation of Naryu's Blessed gained a dramatic boost in their armor, especially against non-magical attacks. 

    Healer Supreme 

    4RibZsW.jpg
    A Unique Unit of Zaleen. Healer Supremes were trained for rapid response in warzones. Their primary duty was to determine quickly if a soldier could be saved, and then quickly bandage them up before moving unto the next. They were also trained in basic combat as well, allowing them to fight off aggressors.

    Stormbolter 

    0qS3Cei.jpg
    A Unique Unit of Telara. Though not a true mage, Stormbolters wielded rods that had been charged with powerful electric magic. These rods could be used as a club in a melee, electrifying and stunning enemy units around the wielder. They were excellent for crowd control, with compliments of melee soldiers moving in behind them to attack stupefied enemies.

     

    Time to get all the buildings in now

     

    • Like 6
  14. 12 hours ago, fatherbushido said:

    It sounds like the wall set placement? (a  bit)

    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. 

  15. 23 minutes ago, WhiteTreePaladin said:

    This idea would be kind of neat for your gerudo civ too. I always thought that main gerudo fortress structure looked like it had been built up. Allowing structures to be built different ways (choosing the specific structures to add to the main) adds additional variety.

    Perhaps on a smaller scale for the Gerudo. Maybe the Palace can add three buildings on its sides and four towers to the corners?

    • Like 1
  16. Maybe some visuals might help what I'm trying to go for. The Goron "Civil Center" basically spawns pre-set entities around itself:Kki0Hn5.jpg

    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:

    QbukaeT.jpg

    • Like 3
  17. 6 minutes ago, fatherbushido said:

    What do you want exactly?

    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.

     

    • Like 1
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