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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. The Goron guide is all ready: Check it out here: https://orig00.deviantart.net/903e/f/2018/027/8/0/goron_guide1_by_undyingnephalim-dc1d9c8.pdf
  2. They will all now be in the same game, but I'm more or less still developing them as "expansion packs." The Great Sea will add navies to everyone and a few navy focused civs. Termina will add corrupted mirror versions of certain civs. And Shadows of Hyrule will add all the Twilight culture civs.
  3. Yes indeed they will one day be ported over. The timing was pretty great as I posted this today: There's still a lot I have to get into the engine before I can port the missions over though, notably quite a few factions such as the Gohma, Lanayru, Wizzrobe, and Oocca. To my knowledge 0AD doesn't play pre-rendered cinematics at the moment, so that'd have to make it in first as well.
  4. Well I made a github, could not make it private without forking over money so I guess it's public: https://github.com/UndyingNephalim/hyruleconquest
  5. If A23 is coming out in 2-3 months then the next version won't be ready beforehand so I'll mostly likely switch to the new version if there's no other things I need to fix for the current release. How might this file work? I know, I know, I need to make a github
  6. And here's a patch: http://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-02-patch Hopefully this solves all the AI issues.
  7. Moving the storehouse classlabel seems to have fixed it. The AI seems to be able to get to the city phase without any errors now.
  8. Yes I've fixed all of them, including putting the Storehouse class back. I've noticed that the same problem happens with the other 3 factions as well, just not nearly as early on or as frequently as with the zora. I wonder why the AI would freak out about placing a storehouse, they place the first pair of Storehouses just fine.
  9. So I seem to be running into an issue, as well as a few players. After the Zora AI builds a bit of a base it begins to spam a repeating error: <p class="error">ERROR: JavaScript error: simulation/ai/petra/queueplanBuilding.js line 112 TypeError: this.metadata is undefined m.ConstructionPlan.prototype.findGoodPosition@simulation/ai/petra/queueplanBuilding.js:112:6 m.ConstructionPlan.prototype.start@simulation/ai/petra/queueplanBuilding.js:46:12 m.Queue.prototype.startNext@simulation/ai/petra/queue.js:58:3 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:374:6 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2</p> I looked into queueplanBuilding.js on line 112 and it's something like this: if (template.hasClass("Storehouse") && this.metadata.base) { // recompute the best dropsite location in case some conditions have changed let base = gameState.ai.HQ.getBaseByID(this.metadata.base); let type = this.metadata.type ? this.metadata.type : "wood"; It looks like the AI is trying to build a dropsite for wood, the only problem is my Zora civ does not require wood and cant harvest wood at all and I suspect this is why the AI is freaking out at this point. Is there any way to stop the AI from freaking out or am I going to have to force the aquatic Zora to harvest wood like the other factions?
  10. Pretty much all of the sound effects are from various Zelda games. This website has most of them up: http://noproblo.dayjo.org/ZeldaSounds/
  11. Dodging and Critical Hits no. I am under the impression Stealth in some form is in the engine, though I've not gone out of my way to find out how it works yet.
  12. Yay the Gerudo guide is ready: Download the PDF here: https://orig00.deviantart.net/7539/f/2018/010/3/f/hyrule_conquest_guide___gerudo_by_undyingnephalim-dbzlvdb.pdf
  13. Yeah Garrisonable mines work, just not for the AI. I don't have the scripting knowledge to mess with the AI to try and get them to order workers to go inside the mines instead of harvesting resources the normal way. I believe I answered this in this post here: https://wildfiregames.com/forum/index.php?/topic/22638-hyrule-conquest/&do=findComment&comment=345250 Awesome. Another small quirk I've noticed is that if I set an AI player to the unselectable Civ in Atlas, it only shows up as that Cv the first time you select the map in the menu. Anytime after that it switches it to Random. I need to put this all on github. Soon. I think this might ruin the AI for the other Civs that build farms though. Ideally something that checks for what civ an AI is playing as and then loads civ specific AI would be neat. This would also help for some of the Map Civs like Lon Lon Ranch, which I just want to build a handful of units to guard their base and not expand.
  14. Well here's an odd bug I've noticed. I've set all the 0AD factions to "SelectableInGameSetup": false, as well as Map specific Civ that's supposed to be non-playable in my mod. However if a player selects Random as their Civ they occasionally spawn as the unplayable Civ. Is there something I'm missing or is this a bug? Yes I'll eventually port over all the Hyrule Historia missions, though I think there's a few features not in 0AD yet that will be needed to replicate them. I don't think the engine supports pre-rendered cinematics at the moment. I'm personally hoping a more file size friendly video format gets supported unlike Medieval 2. .wmv or .mp4 would be great.
  15. These classes were minused out by someone who was attempting to help clean up my files without realizing the AI looked up classes to determine what it builds. I actually had to go through and add the classes back in, in particular all the Village and Town classes which ruined the ability to go between phase levels. Looks like I missed a few.
  16. This is why I made them fields and have them generate food on their own: the AI simply runs out of food and fails to do anything. It's the same thing with the Goron mines, I specifcally want workers to garrison inside the mines to collect food but the AI doesnt seem to be able to handle it, so I had to turn them into farms. Some unit roles still depend on features that are not in the engine yet like Stealth, Knockback, Critical Hits, etc.
  17. The Gorons and Zora are ready! Download it here: http://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-02 Or if you prefer the .zip version: https://www.dropbox.com/s/9mykuqcoa7qhqno/Hyrule.zip?dl=0
  18. How do I go about installing this patch to 0.22? I can't seem to find any instruction on how to get it to work in Atlas.
  19. They are not limited to neutral territory, you can still build them inside your territory ring. There's still a few minor issues that this would not solve. What I'm trying to do would involve buildings phasing into each other, their collision would intersect. A player would be unable to place the building without it showing up red because it would be on the collision of another building. Secondly the Goron buildings would need to auto-rotate to always face away from the center building.
  20. At long last I got the guide for the first Civ done, the Kingdom of Hyrule: Download the PDF to check it out: https://orig00.deviantart.net/0a38/f/2017/363/4/d/koh_guide1_by_undyingnephalim-dbyacyr.pdf Please keep in mind that the content of this guide is based on intent, and not what might be in the current version of Hyrule Conquest. Some aspects of gameplay are not implemented into the engine as of the posting of this guide. Yup everything will be there. Just keep in mind that a lot of stuff on that wiki is still based on the Total War version of the game and not this one yet.
  21. Woops I missed this post. I just tried it out, but it enlarged all of the GUI for everything and not just the techtrees. For taking a screenshot of the techtree it should be fine though.
  22. There are going to be several things going on in regards to this 1. Hire-able Mercenaries Mercenaries that are hired with money are going to be based on a faction's culture. Each faction has a dedicated buildsing that attracts mercs that can be hired for Rupees (The Inn for the Hylians is an example). The list of the cultures and the mercenaries they can hire are: 2. Minor Factions Then there are Minor Factions or NPC factions as I usually call them. These are based on the current map, and are similar to NPC's in Age of Empires 3. They will take up a player slot, have their own AI and build a base and a small army. They only have several buildings and units, but you can capture them and train their units. Down the road I hope it's possible to trade with these minor factions and buy them out as opposed to conquering them. A list of the Minor factions showing up are: 3. Armos As demonstrated in this next release, most maps will have some form of Ruins that you can capture and it will produce Armos Statues. The type of ruins and Armos they can create are based on the region and climate:
  23. Awesome, that will save me time from having to completely redo some maps from scratch. I can't seem to find the patch though.
  24. I've got another small question, in Atlas when you increase the map size is it possible to base the size change on the center of the map? At the moment it only seems to stretch out the right side of the map
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