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Baskom Welford

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Everything posted by Baskom Welford

  1. Hello. Did you guys finish or did the last rounds not occur?
  2. @The Undying Nephalim Undying Nephalim, I was hoping to build my family an 8 player map in Hyrule Conquest, but Atlas crashes each time I try to open it. Since you have been able to get it to work to make the maps in the mod, do you know what particular setting or file I should adjust to get it to open without crashing? Steps I've used thus far: Opened up Mod selection window, enabled Hyrule Conquest Mod, Selected Save Configuration, Closed Mod Selection Window, Activated Scenario Editor, 0AD closed and the editor opened for a moment before crashing.
  3. I've been having some troubles getting the server browser to populate with modded games. When I load it up in Hyrule conquest I see the normal 0ad Lobby. Is there a particular setting or game file I should adjust? Have you had any luck opening the scenario editor in 0.3 Hyrule Conquest? I've been wanting to build new maps but the Atlas crashes when loading it from Hyrule Conquest (followed the usual steps, set HC to enable, hit save configuration, then tried to launch the editor).
  4. Question for anyone who knows: Can the Low poly variant of the mod work in the tournament if one challenges a player who is using the default hyrule conquest mod? My machine isn't powerful enough to run the default mod without lag dropping the frames poorly about 2/3 into the game.
  5. Got a group of four together and tried the LOD version of the mod out on LAN over the weekend. Pleased to report that it ran smoothly with no more lag than what is commonly found in a typical OAD round near the endgame.
  6. Thanks, will give it a try when I get home from work.
  7. Question for you @The Undying Nephalim, do you know when you will have the LOD version of the game available to download? Its playable fine enough as it is for single player, but with multiple humans it would be nice to have the least amount of lag possible ( in particular the Kokiri unit guardian faries and the particle animations from Ghoma defenses tend to cause my machine to stutter).
  8. @The Undying Nephalim Just finished playing a couple rounds on the 0.3 release. Here are a couple bugs to go along with the others posted in the thread: When any Kokiri building is destroyed, there is the 0AD roman civ center appears during the destruction animation. In the Goron techtree, a pink box appears instead of the Powder Keg Launcher unit Icon under the Explosive Foundary.
  9. In game, the Kokiri tech tree tries to reference the Hylian techtree. For me that crashes the game each time I click on the Kokiri icon in the top center of the screen. I agree that having Kokiri upgrades given a brief description would help. On a better note, the enemy AI was functioning much better and would launch attacks composed of multiple units rather than just spamming the basic spearsman/archer for each faction.
  10. Nephalim, question for you. In a 1v1 which would win, Fi or Iemanis? For a Hyrule player going up against a Gohma, would it be better to go titan vs titan or just use a barrage of catapults to weaken Iemanis?
  11. If you are waiting on features that the community might or might not build, would it be easier to instead first port all the factions over into the current 0AD setup? This would get the game functional, then you can add the specific features and specialized resource gathering methods as they become available in the engine. Also, have a question for you regarding buildings. Gerudo and Goron structures are quite huge and do not fit well into the build area of their civ centers. Would you consider either increasing the percentage of the territory aura from the town center, or shrinking the buildings to fit better into 0AD's scale?
  12. Hey Nephalim, I was browsing the forum today and stumbled on this thread: When the developer has the program completed (he says it would be soon), it may significantly speed up the balancing process by allowing you to adjust unit data without needing to edit every last text file.
  13. Earlier in the thread he mentioned he was interested in porting it over, but needed to wait on the 0AD engine to add support for stuff such as in-game cutscenes.
  14. This is what I see repeating when opening the log: 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 Another I get is. This second warning occurred while attacking a Gerudo town: WARNING: PlayerID 2 | unknown type in garrisonManager undefined for Medium Archer Unit id 6186 inside Defense id 4860 WARNING: PlayerID 2 | unknown type in garrisonManager undefined for Medium Archer Unit id 6188 inside Defense id 4860
  15. Tried playing the lastest version of the mod a few times over the weekend. About 2/3 through the run time of each round the game would slow down to a frame-skipping crawl while a a backlog of error messages appeared (shown in photo below). Additionally the zora and goron AI seem to have an obsession with building large amounts of the same building. As shown in the photo (apologies for the poor quality, didn't have access to a screenshot tool at the time) the Zoras build a very large amount of coralmold refineries. Gorons, build large amounts of rock serloin mines just don't have people working at most of them. It looks like the AI is trying to fill every last available space in their territory. If someone can tell me where to find them I can post the log data.
  16. Only one problem with a rupee based economy. Mid-late game the mines are all used up for the non-renewable resources such as ore. Without the ability to get it via trade, ore heavy factions such as the Gorons will run out of resources.
  17. I realize your swamped at the moment, but when there's some spare time would you consider adding some 8 player maps? Tried running random maps outside of the prebuilt Hyrule skirmishes but it is difficult without rupee mines spawning in (trade routes only way to get rupees). Or if anyone could show me how to get the mod's content to show up in Atlas I could build some.
  18. Been testing out the Patreon subscriber early download for the Zoras and Gorons. First of all, ZORAAAAAAAA!!!!! Seriously, the mage tower defenses backed by canons and heavy shock troops was hilarious. The Gorons would come hobbling to my defense zones and get demolished. Secondly, the game feels much more dynamic with multiple factions to choose from. I played a round in Hyrule field with Hylians v Gerudo v Gorons v Zoras. The various styles of unit trees and architecture made it more of a challenge. Gorons surrounded me on all sides and deployed a series of bomb towers to go after my outermost buildings and resource gatherers, then Gerudo's sent archers to seize my Armos facility and Hylian trebuchets crushed my attempt to expand. Took me a while but with the aid of mage cannons my little Zora minions broke out of the stranglehold and slowly but surely dominated Hyrule. Nephalim says the mod will be public in a few weeks. Or anyone could kick in a couple dollars a month on patreon to get access now. Most enjoyable.
  19. Should be in there somewhere. For example, slingers have a 1.5x multiplier against archers. If it exists its probably in the templates.
  20. https://www.dropbox.com/s/xao2mq5mx4ih1l4/HyruleConquest.zip?dl=0 here is a link to his zipped version. The exe extracts the mod into the mods folder on windows. For this version just unzip the content, open the folder, copy the Hyrule directory into the main directory of your 0AD mods folder. That worked for me on Linux. Currently the game is a demo as he has only recently started the process of porting Hyrule Total War to the 0AD engine. As a side note if he doesn't release future zip versions it is not difficult to run the exe extraction in wine. Just have it 'install' the mod into a folder named Hyrule and copy that folder into your mods directory once its done.
  21. Tested the demo multiplayer on two machines running Linux Antegros, it runs fairly well, with lag only appearing during large battles (compared to when I tried the demo on a mac and it lagged from the start). The Linux performance is truly quite nice for such an early demo. I am not sure if this is an issue only I am getting, but the Postman cartography research from the Hylian market does not appear to work. In two separate games I researched it but could not see allied units. The Gerudo equivalent research also currently does not show allies.
  22. @The Undying Nephalim I just got finished running the mod on Linux (antegros) and it performs quite well. Here are a couple observations/bugs to the current features that may need addressing: When loading a single player save file, the choose hero gui pops up again, allowing me to select as many heroes as I want providing that I save and reload the game a couple times. This only lets me play as one hero at a time, but I get all the heroes special units and technologies. Capturing Enemy Buildings allows you to train enemy units. For instance, I took a Gerudo town center while playing as Hyrule. By doing so I was able to train out Gerudo villagers who could build all Gerudo structures. As a note, I was not able to build Gerudo hero units from their fortress because those still require a unit like Ganondorf. While I personally like the concept of being able to capture buildings to train enemy units (similar to Total Annihilation Kingdoms) there may need to be adjustments to just what units can be built so a team can't muster several titans by capturing enemy buildings. Civilian Military Unit Train times seem a bit long. 1:20 for a group of 5 is quite a while to wait in order to build out basic units to defend from an opening game AI rush. Perhaps lessening the time would make surviving a tad easier. (what if the scale was changed to 45 seconds a batch for civilian infantry and 1 min for cavalry? Calvalry train time at over two minutes for a group discourages their use since a mob of low level spearmen can defeat the horses). Hylian Urban Farms require a lot of space for only 2 units to be able to farm (as many are needed in order to get food income coming since the farm improvement isn't available till age 3). Perhaps making one of the following changes would allow the hylians to gain food a bit more easily: Decrease size of farm building/plot, make 3 farmers instead of 2, or move the farm efficiency research from age 3 to age 2. On a side note, I am quite impressed with the trebuchet animations, those were my favorite siege engines to use in Age of Empires 2 and Hyrule's do not disappoint. Keep up the astonishing work!
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