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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. Several of my civs will be using metal to construct their buildings, but otherwise it won't be used by many of the factions in my game. Many civs will have similar resources (Food for example is used by almost all of them), but one of the goals of my mod is to have civilizations with radically different resources and methods of collecting said resources. By the end of the mod there will probably be about 10 unique resources split across several civs, so I'll definitely need to have it so only 4 resources are displayed on the UI at a time.
  2. That is what I would like to do, just not display metal for this one faction. What file might need to be edited to accomplish this?
  3. I'm going to guess at the moment it's not possible to only display specific resources for specific civs? Would it be as simple as messing with some components or is it something that would have to be added to the engine?
  4. A problem I am running into: I'm adding a new resource into the game in the form of Rupees. This faction will not use metal, and I'd like metal to not be displayed at all for them and have Rupees replace the resource in the top left display. It seems like no matter what I do in setup_resources.xml and resources.xml it always displays Metal, even after deleting metal entries in the files. Is there any way to make it so that metal does not display for this one faction and my fifth resource does? Also is there a way to determine how much of this fifth resource the faction starts with?
  5. I've gotten my aura research ideas to work thanks to you. EDIT: Everything seems to work except putting supersedes into an aura. The unit just ends up having both auras without the first one being removed.
  6. And here's another question: Is it possible for a tech to affect or improve an Aura in any way? I found techs that improve healer ranges, but can't seem to find anything that effects Aura ranges or activating new auras for units.
  7. Hmmm, that seems to have a class of unit as a requirement, nothing about a specific named unit though. I suppose I can give my unit a custom class and use that.
  8. Another question, is it possible to make it so that a unit or technology requires another unit to be built, instead of a tech to be researched? Is it also possible to make it so that a tech icon doesn't show up to be clicked on unless it's prerequisites are researched? Also is it possible to have more than two technologies in a Pair where you have to choose between them? I can't seem to get more than two to work at a time.
  9. So I can add any class I want into any template and it works just like that? Auras will be able to read that class? Seems pretty simple, I like it.
  10. Hmmm, the only thing having to do with classes in that file is this: <Classes datatype="tokens">Unit ConquestCritical</Classes>
  11. Next question! How would one go about adding new Classes for units and buildings into the game? I'd like to add a Mage and Creature class to help with some of the auras. Can it be done without having to recompile the engine?
  12. EDIT: Strange, it seems to be working for my other faction (Hylians). It plays the theme then randomizes the music. For the Gerudo though it just loops the first track. I wonder what might be going on. EDIT again: Very weird, I changed the names of some music files and it seems to be working for both factions. I wonder if perhaps there might have been something wrong with the .ogg file. Oh well, at least it works now.
  13. Yes, here's my entry in the civ file: "Music":[ {"File":"gerudo_theme1.ogg", "Type":"peace"}, {"File":"gerudo_ambient1.ogg", "Type":"peace"}, {"File":"gerudo_ambient2.ogg", "Type":"peace"}, {"File":"gerudo_ambient3.ogg", "Type":"peace"}, {"File":"gerudo_ambient4.ogg", "Type":"peace"}, {"File":"gerudo_ambient5.ogg", "Type":"peace"}, {"File":"gerudo_ambient6.ogg", "Type":"peace"}, {"File":"gerudo_ambient7.ogg", "Type":"peace"}, {"File":"gerudo_battle1.ogg", "Type":"battle"}, {"File":"gerudo_battle2.ogg", "Type":"battle"}, {"File":"gerudo_battle3.ogg", "Type":"battle"} ],
  14. I've added this part into my music.js file ( under Music.prototype.updateState = function() ). It doesn't seem to be working though, the first track just loops over and over and it ignores all the others.
  15. I'm not entirely sure what to do with everything after this.track.PEACE. I think I should mention I am more of an artist and not exactly the best at scripting so some of this might need to be explained to me like I am a neanderthal. Is this what was meant: Music.prototype.resetTracks = function() { this.tracks = { "MENU": ["HyruleConquest_Theme.ogg"].concat(shuffleArray([ "HyruleConquest_Theme.ogg", "HyruleConquest_Theme.ogg", "HyruleConquest_Theme.ogg" ])), BATTLE: [ ], VICTORY : ["Victory1.ogg"], DEFEAT : ["Dried_Tears.ogg"] }; this.tracks.PEACE = [1,2,3,4,5]; };
  16. I guess I'll have to mess with some components and hopefully figure out how to get the hero icons to show up at the start of a match. I really have no idea where to start but I guess I'll just mess with things and see what happens. I'm digging this up because I just realized that it's not playing the first music track and then shuffling the rest, it's just playing all the tracks in a specific order. I must have messed up the script in the music.js file. Really not sure what to do, everything I try it either plays in a specific order of all tracks, or completely shuffles: case this.states.PEACE: this.startPlayList(this.tracks.PEACE, 0, true); this.startPlayList(shuffleArray(this.tracks.PEACE), 1.0, true); break;
  17. I have another question. I've made a mock-up of a feature I really want to include in my game: The idea is that at the start of a match it shows four heroes to choose from that unlock specific units and technologies. Is there anyway this sort of feature is currently possible or a way I could go about implementing it?
  18. If I'm sticking with my faction order from Total War then the first flying unit we'll see in the 0AD version is the Hawks for Ordona Province: http://hyruletotalwar.wikia.com/wiki/Hawk_Flock
  19. Ah right, I'll wait on swimming animations then. I guess people will have to deal with walking on water for the time being.
  20. Another random question, I'm trying to add in swimming animations for being idle and moving in water, but I can't seem to find VisualActor.js with all the other component files. Where might this file be located?
  21. I suspect what I might end up doing is having two different versions of the mod. One using the latest public build and then another with the dev version. As I mentioned my problem is that I try and bring out frequent releases. If you track my history with the total war version of the mod I generally released two new factions every 3-4 months and I hope to do the same with the 0AD incarnation of the mod. I don't want to have to wait around for months until the devs release a new public version of 0AD so that I can release my mod to the public. I also worry that asking people to download the dev version to play my mod might be too complicated for the average player. I get complaints from people about getting my total war version of the mod to work when it turns out they installed it in the wrong folder.
  22. Very awesome, thank you guys so much. This will help the mage units out a lot!
  23. That seems to have solved it, although it needed an extra ). That should do for the AI of these two factions, I'll revisit this when I get to some of the more weirder factions.
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