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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. Here's a zipped version: https://www.dropbox.com/s/xao2mq5mx4ih1l4/HyruleConquest.zip?dl=0
  2. It's ready: Download it here: http://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-first-demo
  3. Thank you so much, this should do just fine for the demo.
  4. That method could work, not sure why I didn't think of that. And with that done I think the demo is ready, I should have it out in a day or so. One last thing before I release it though, would anyone be willing to do a bit of scripting to get the Hero selection on startup and displaying only 4 resources at a time to work before I release? I'm just not proficient enough at the moment and am having a hard time understanding the various js files associated creating and displaying menus in game. Neither feature is necessary for this demo (I have heroes just at the Civil Center and their unique units and techs tied to them being trained, and I'm just temporarily replacing Metal with Rupees), but I'd love to have these two features in the first demo as a showcase.
  5. I suspect that I make a unit have a limit of 0 and then remove the limit when a specific entity exists? Though I'm still not seeing where in player.xml you remove the limit when another entity exists. It still seems like all the requirements are based on what tech is researched, not what entity exists. EDIT: Ah ha, I just noticed the Ptolemy requirement for upping the Juggernaut limit. EDIT: Ah blast, that's for increasing limits not completely removing them. I'm stumped again.
  6. Yes, I just have a few things to finish and I am ready to release a playable demo. I need technologies that have a unit requirement not another tech requirement but I can't seem to figure out how to do it.
  7. Anyone? Literally down to the last few things I need to add to release a demo. I guess I can just cut out some of the content if no one has an answer.
  8. Another question, I've gotten technologies that require units to exist working thanks to help on here, but how do I make units or structures require another unit or structure to be built? The syntax in template xml files and technology jsons for required research seems a bit different.
  9. Another question, down to the last few: Is there a way to make it so that an attached prop does not rotate with a unit or structure? I have a tower with a ballista on it, with the tower attached as a static decal, but the tower rotates with the ballista to face its target.
  10. Here's another pair of questions. Where are map files stored? Can I disable 0AD maps so that only mod specific ones show up?
  11. Awesome that worked out. Next question, can a melee attack be given splash damage? I tried it out but it's giving me xml parse errors.
  12. Some more questions that help me add the final touches: How can I set a limit to the number of buildings or units that can be out, such as Heroes? I messed with EntityLimitations and it seems to work for buildings, but not Heroes. That method will work then.
  13. Is there a way to disable the unit ranking up normally before the technology is researched? If not this method won't work.
  14. I've got another question I forgot to ask earlier, is there a way to make it so that researching a technology changes a unit's visual actor, attached prop, or just outright changes their template file?
  15. The guides I have finished are for the Total War version of the game, not this version. I'll have guides for the first two factions when I release a demo on 0AD
  16. Abilities like that are not in the engine yet as far as I can tell.
  17. I'm having no luck at all with resources, I guess for the time being I'll go back to what I'm proficient with. I got the hero units and their abilities done: Some details on the heroes and their abilities: I should have a demo out sometime in the next week or so, so stay tuned.
  18. For my first demo I could, but I'm going to need unique resources that go beyond four by the time I get to my third faction. They are inorganic rock creatures that harvest various minerals and metals instead of food and wood.
  19. I'm not sure, I'm just trying to emulate script I already see. I'm not exactly literate with programming, I'm pretty much just an artist.
  20. So something like this in those functions? Resources.prototype.GetResources = function() { return this.resourceData; return this.g_Players[g_ViewedPlayer].Civ; }; Still seems to be showing all five resources though.
  21. I'm just not knowledgeable enough to script I guess. I sated by adding a few things in the Resources.js file: this.resourceData = []; this.resourceDataObj = {}; this.resourceCodes = []; this.resourceNames = {}; this.resourceCivs = []; and this.resourceCivs.push(data); After that though I'm lost.
  22. I'm not having any luck getting it to recognize civs. I'm just not proficient enough to code in resources.js I guess.
  23. Alrighty, I'm trying to add a function that checks for civs in resources.js, I'm just a really terrible coder so I don't seem to be having any luck. Ideally I'm trying to to get a line to show up in each resources .json file that checks for civs like this: { "code": "rupees", "name": "Rupees", "description": "Mine from Rupee Veins.", "order": 4, "subtypes": { "rupees": "Rupees", "goldrupees": "Golden Rupees", }, "truePrice": 100, "aiAnalysisInfluenceGroup": "sparse" "civs": {"hylian", "gerudo"}, } But again, my scripting knowledge is rusty at best and I'm not having much luck in resources.js
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