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Posts
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Everything posted by The Undying Nephalim
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From what I can tell the fighter plane doesn't use <Altitude>, it uses something else that allows it to land and take off and forces it to constantly move around in circle patterns. This won't work for the unit I'm doing which needs to be able to stay still up in the air and perform melee attacks.
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Well I've got a question with flying units. I've given a unit this: <Position> <Altitude>25.0</Altitude> </Position> But now my unit cannot attack anything, even with a ranged attack. Is there a way to enable flying units to attack, even in melee?
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Well I figured I'd show Ordona Province's Units and Heroes, I've not gotten the glow shader yet so I just fooled around with really high bloom effects for the sake of screenshots until I get it. Here's all the details of their units roster, as well as some screenshots:
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Awesome I'll have Exodarion check that out. In other news all of Ordona Province's buildings and units are done, just waiting to hear back on that glow shader before I record some footage of them.
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No worries, I messaged ya.
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I sent a PM several days ago but no response. I don't know if I feel comfortable releasing Ordona Province with no glow effects, might have to delay a release at this rate.
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Any word on the glow shader or how to get it to work? I really want to sell the glowing effects of Ordona's units like in the mock up below, they just don't look right at all without glow effects:
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Is there a way I can implement this now or do I have to wait for future versions of 0AD? I'll probably have Ordona Province complete and ready for public release in the next month.
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I might wait until there's a less hacky solution than. One the other hand, something I don't want to wait for: Anyone know how to pull this off? I have a few glowing units coming up for Ordona Province and they will look terribly bad without actual glow effects, I pretty much need them to sell the visuals of some of these units:
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I've got a bit of a question, is it possible for a unit to have different voices depending on the type of model that is spawned? I really want Ordona Province's worker to be randomized between male and female like the villagers in Age of Empires 2, but I'm sort of stuck with one voice.
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Well I got all of Ordona Province's buildings done
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It's finally ready, 2 months and 3 days to finish it all. Enjoy everyone!
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I might just disable that ability for the time being. I noticed many wonky things with spawning units on death, such as the AI refusing to attack those spawned units. I have many plans with units and abilities being spawned on death but I guess they'll have to be put on hold for the time being.
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Well the next cinematic is almost done, should be up within the next week. I figure people here are more interested in gameplay though, so here's a sneak peek at the next Civ that's being added into Hyrule Conquest:
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There is no way to make this compatible with stock maps for two main reasons 1) Hyrule Conquest uses different resources and does not have a 1:1 matchup with 0ad's resources. For instance, Wood and Stone are both a generic "Material" resource in Hyrule Conquest and not two separate resources like in 0AD. You'll not be able to gain any Rupees on 0AD maps. 2) Buildings in Hyrule Conquest are a lot larger than those in 0AD and you'll run out of room really fast on 0AD maps when building a base.
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"i wonder whats for dinner" Gives you 1000 food "ill grab my stuff" Gives you 1000 wood "come back when youre richer" Gives you 1000 rupees "bomb some dodongos" Gives you 1000 stone "light in my lair" Reveals the map "all true warriors" Gives you random heroes (while building selected) "how bout a kiss" Converts the currently selected unit to belong to you. "you must die" Kills the currently selected unit. "sure is boring around here" Speeds up action. "squadalah" Spawns Gwonam (currently WW2 plane) "as it is written" Defeats player instantly. The default is player 2. "scrub all the floors" Gives you random citizen soldier. (while building selected) "mah boi" Gives you 100 million of each resource. Increases the maximum population to 500. Speeds up actions. Advances to city phase. The next two factions I am working on is Ordona and Lanayru. After them will be the Moblins and Darknuts. Most of the Darknut Legion's roster is finalized, they'll have an emphasis on pseudo-hero units that level up like hero units.
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You need to go to 0ad\mods\Hyrule\maps and get rid of these three files: random.DELETED scenarios.DELETED skirmishes.DELETED Those files prevent 0AD maps from showing up in mods, but have the side effect of preventing Atlas from opening up. Be sure to end the pyrogenesis.exe process in task manager if you started up Atlas with those three files there.
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Wooooo more animation done, that means I get to making the next factions sooner:
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Yay more cinematics.
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Which faction was the AI playing as, or does this happen no matter what faction the AI is?
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I think I got it to work, seems like the problem is I accidentally created a new game on mod.io instead of putting it as a mod under 0AD: https://0ad.mod.io/hyrule-conquest
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I can't seem to figure out how to upload the zip file to it.
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The poly counts really does make a difference. Hopefully one day LOD's are a thing so I don't have to sacrifice my higher poly models for performance or vice versa.
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Try this out: https://mega.nz/#!ZQxhhCBZ!-VdbB3n5O20wNloK_kzyxqyJlxs85o98TUP5Sxx0WB4 Be sure to put it in int's own mod folder, and activate it underneath Hyrule Conquest. This should replace all the units models with lower poly versions.
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If by derived you mean "based on designs from", then yes. I have made the models myself though, they are my designs and you'll not see any of those designs in canon Zelda games. Naw the Mantlets should not be able to garrison. Yeup they need Slaughter damage added. I suspect this might be related to how the Kokiri build all of their buildings, I'll have to look into it.