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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. It's question time! Some of these I probably have asked before, but I can't seem to the find the pages I asked them on. 1. Is there already a feature in the engine where a projectile can spawn a unit on impact? 2. Is there a way in the engine to spawn more then one unit when a building or another unit dies? At the moment I can only spawn a single unit on death. 3. Is there a way for a unit to deal damage on death? My current solution is to spawn an invisible unit with a damaging aura on death... but then there's no way to make the invisible unit with the aura disappear after X amount of time, not that I can figure out anyway. It's actually inspired by a unit of the same name from a game called Les Fourmis, or Empire of the Ants.
  2. All the Gohma units are all done! Check out all the details on them:
  3. I don't think i'm currently using spec maps, so I'd be fine with the trade off if I can have things glow in the dark.
  4. I've got a quick question, is there a shader in 0AD that allows parts of texture to glow in the dark? The eyes of the Gohma and their blue antenna would look really awesome with a glow effect.
  5. Indeed they are spiders, they are one of the most prolific enemies from the Zelda series: https://zelda.gamepedia.com/Gohma#Ocarina_of_Time In the context of Hyrule Conquest they are probably the oldest beings native to Hyrule, warped and manipulated by demons to be used as a weapon but they lost control of them. They are the anti-Kokiri in a way, canonically and in this mod they are responsible for the Great Deku Tree's death. Here's more detailed information: http://hyruleconquest.wikia.com/wiki/Gohma
  6. Yes the Gohma will have a rudemantary Creep mechanic. At the moment it will actually work more like the Protoss Pylons (buildings have to be made within the radius of another building that generates the creep), the Creep will just be visual for now. I'm hoping down the road I can do more with it like have all the trees in the radius of a creep generator slowly rot. The Shroud Walkers will work in 0AD. I think what I'll have them do is deploy like Siege Weapons. When they are stationary they generate territory and maybe you can lay eggs around them to create forward reinforcements closer to an enemy base. The Gohma are pretty much a Superorganism. The Blue Fog that the Gohma generate is what they use to transfer information, orders, and knowledge to each other (essentially wizard-did-it pheromones). Sulkaris technically is not herself at this point of the game, her personality has been blended in with the rest of the Gohma and vice versa. That's why the other First Sages abandoned the use of the Gohma when they realized that they'd basically lose themselves trying to control them.
  7. I've got a question and I'm curious, is it possible to make it so that certain factions are only selectable in certain modes? For example a faction that only appears on naval maps and not land maps, and vice versa?
  8. Yes: "SelectableInGameSetup": false Unless there is something else I need to do to make them unplayable.
  9. Do you have your opponent set up to Random? If so sometimes the AI it will spawn as Lon Lon Ranch, which is supposed to be a non-AI map specific faction that's only on Hyrule Field. It's trying to load the AI and apply it to Lon Lon Ranch but they don't have the necessary buildings for the AI and that's why it freaks out. For some reason 0AD sometimes picks non playable factions when you select Random. I think they fixed it in the upcoming 0.23.
  10. I just downloaded the most recent build from SVN and have run into a GUI problem that makes the game unplayable: Here's the log: <p class="error">ERROR: JavaScript error: gui/session/session.js line 288 ReferenceError: initSessionMenuButtons is not defined init@gui/session/session.js:288:2 reallyStartGame@gui/loading/loading.js:97:2</p> <p class="error">ERROR: GUI page 'page_session.xml': Failed to call init() function</p> <p class="error">ERROR: JavaScript error: gui/session/messages.js line 974 TypeError: g_DisplayedPlayerColors is undefined colorizePlayernameHelper@gui/session/messages.js:974:6 updateViewedPlayerDropdown/viewPlayer.list&lt;@gui/session/session.js:525:18 updateViewedPlayerDropdown@gui/session/session.js:524:51 updateGUIObjects@gui/session/session.js:984:2 onSimulationUpdate@gui/session/session.js:893:2 __eventhandler107 (simulationupdate)@sn simulationupdate:0:1</p> Any idea what change was made that might be causing this?
  11. Here it is: https://www.dropbox.com/s/f93yeyfx3x4jnqw/oocca_ambient1_theskycity.mp3?dl=0
  12. Yay all the Kokiri units and heroes and everything is done: As usual, details:
  13. Yes to most of these Mipha will be a Lanayru hero, Revali will be a Rito hero, naturally. Yunobo actually is set to be a Darmani Clan hero, as his cowardly nature fits with them. Sidon will be a hero for New Hyrule. Oren is one of the River Zora heroes (her full name is Queen Oren Sokuuf on the wiki)
  14. Well in the meantime before I can open up and edit maps again...
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