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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. Exporting dae's from maya does not work. I have to import them into blender and export them as dae's from there.
  2. Thank you that worked out really well, a nice crafty solution to that problem.
  3. Ok I have one last question and then I'll stop bothering everyone. When you upgrade a building into a new building, is there any way to have its requirement based on Civ rather than Technology? The method that the Darknut faction uses to expand their bases is to capture Ruins on a map and upgrade them into new Civil Centers, however every faction that captures them now can upgrade it into a Darknut base which is a no go. There seems to be no Civ requirement for Upgrades like there is for units and technologies.
  4. Alrighty, thank you. I'll probably just ask Exo to work his magic sometime down the road.
  5. Awesome that's what I was looking for with that. Is there a way to make it so that a researched Tech can reveal the vision of a unit with a certain class? I'm trying to make a technology that gives a player vision from ancient ruins across a map.
  6. I got another question, I seem to recall a civ in 0AD having the ability to see all the shorelines on a map, I think it was Ptolmeys. I can't seem to find any evidence of how this was accomplished though, was there a feature like this in an older or current version and if so how was it done? Is there any way to make it so a tech can allow a player to see structures of a certain class, regardless of their owner, much like bribing a merchant?
  7. The Glass Witches are probably still considered a fringe group. Immortals probably don't even want to become part of the society again. Darknuts can naturally live for a few centuries, I'd say the average is about 500 years.
  8. 1) That was definitely it, I found it floating around higher up the chain. 2) Hmmm, I found a workaround by just making it so I have a single mesh with all the armor attached and several variations missing the armor, and it only spawns armor props on death.
  9. I have several questions, some roadbumps I've hit. 1) How do you make it so an entity is not required for any victory condition? I have several invisible entities that spawn for various purposes that prevent a player from being defeated. 2) I have an actor with many props attached to itself, to simulate tiny parts of armor breaking off every time it is killed. The problem is every single prop that is attached plays walking and attack sound effects. I give each of the props their own animation variation that has "event" removed so that they do not play sounds, but now all of the animations are completely out of sync with the host actor's animations. All the animations have matching id's too, do they also need to have "event" in them in order for the animations to sync up with each other?
  10. Yeah decals sink under the water, even with <float/> in the actor's template file
  11. I actually have a question, does anyone know if there is a material in 0AD like terrain_base.xml except that it allows the texture to float on top of water? Ohhhh I see what you mean, yes that actually could be done with the two witches being a single unit.
  12. At the moment it's possible to spawn the two Witches when Twinrova dies, but there's no function that could combine them into Twinrova. Maybe exodarion will work some magic down the road.
  13. The Moblins showed up: Naw siege units should not be able to garrison inside, that's the mistake on my part.
  14. Yeah the guides take a weirdly long time to make for simple text and image documents, I'll probably not get back to making them until all the factions are done.
  15. Sorry I took so long, the Moblin units had an insane amount of animations that needed to be done, but they are all done now!
  16. I'll also be adding in all of the Mercenary units into the game, since it's actually an important feature the Darknuts take full advantage of. I'll probably add in one more minor faction, that being the Zuna. Another batch of wildlife, mostly desert and wasteland creatures. I'm sorry I missed these points! 1. The Goron houses originally provided only 5 population, I suspect it was bumped up to 10 to help them out because they can build less houses with how their bases work. Either way it needs to be tweaked. 2. This is sort of intentional, especially in the early game, but it should not be particularly extreme. Some factions are a bit better at gathering food early on, like the Gohma and especially Ordona. Other factions are better are generating other resources, like Lanayru and Rupees. 3. I can increase the ring around the grove, that might help. 4. This actually is intentional, if enough people don't like it though I can add food to other drop off points.
  17. WOOOOOOOOOOOOO It's done now I can go back to adding more civs into the game:
  18. Getting closer to being done with the final cinematic and going back to adding in more factions, hurray. Just a few more weeks of relentless animating to go.
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