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asterix

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Posts posted by asterix

  1. On 27/02/2022 at 4:13 PM, maroder said:

    I mean yeah there probably is a way to do that.

    There definitely is. Look at eg. Blender or Gimp projects, in blender i believe it is coded in icons are in svg.  In Gimp there are larger and smaller icons plus it depends on theme too. https://gitlab.gnome.org/GNOME/gimp/-/commits/master?search=icons ...

    On 27/02/2022 at 4:13 PM, maroder said:

    But I can look into it, maybe it's easier to do than I think

    That would be much obliged. 

    • Like 1
  2. 42 minutes ago, Stan` said:

    Hello everyone,

    As some of you may know we maintain a list of all the changes for an alpha on the wiki.  The page for Alpha 26 is this one.

    You can also find all the information you need to update your mod here.

    Unfortunately we sometimes forget to update it and some commits go missing. Would anyone be so kind as to backlog from r25861 and update the page if needed?

    This page is really useful to write the release announcement.

    Thanks in advance

    image.png

    I will look into it. But no promises how fast it would be done.

  3. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/home-on-the-range

    A general overview of Nomadic Factions, using the Moblins as an example.

    Posted by The_Undying_Nephalim on Feb 21st, 2022

    Home On the Range


    In the last article we took a look at Ruin Factions and how they capture and convert the Ruins on a map into their bases. Today we'll take a look at the third group of factions in the game, simply named Nomadic Factions. With this very self explanatory label, it should not be hard to figure out how these types of factions operate. In fact, the game's current Moblin faction will barely change from how they currently play in the transition between versions. If for some reason you have not played as the Moblins in the current or past versions, here's a basic rundown of how they work.

    All Moblin buildings can pack themselves up, and unpack at any location within their territory. In order to generate territory, Moblins create Totems. This basic premise will remain in the next version of Hyrule Conquest, but with some small changes.

    TkLSekr.jpg

     

    First off, Nodes are used to create Moblin Totems. This naturally means that Nodes are still of critical importance to Moblins and other Nomadic factions. In addition to this, while Moblin buildings can deploy anywhere in their territory, unpacking them within the radius of a Totem provides their buildings with increased production speed and defensive bonuses when enemies siege a base. This will naturally be an incentive to create a base around your Totems, even though you might be tempted to unpack your entire base on a cliff side to test out the Moblin skill of fighting gravity.

    8Hm8l0C.jpg

     

    I guess that's one way to have a wall protecting your base.

     

    While the Moblins are currently the only Nomadic faction in the game, there will be several more added in the future that all have their own quirks. With that being said and the new Node System being tested by Patrons at the moment, I feel that we'll have a new version ready for public release soon. Stay tuned for a new version in the next few weeks, where you'll finally get to try out the new Node bases in action. After that we'll have some news on the highly anticipated and long awaited Minor Factions.

    ttJ0VnY.jpg

     

    Very Soon...

    • Like 1
  4. 7 minutes ago, SciGuy42 said:

    Sogdiana would be awesome, there are a few scenarios where Alexander is fighting them and currently I am just using Persians as a substitute. 

    The Dahae would be good too, their horsemen rode alongside Alexander, currently I am using the Persian Horse archers to represent them. 

    Capadocians appear in mission 11, any units unique to them would be great.

    @wackyserious

  5. 31 minutes ago, Yekaterina said:

    I have fixed the giant chicken, replaced them with blue peacocks. Please try the newest version V8.0 before you judge 

     

    Many thanks, I know that already I was not judging anything just it looked surprising (alien like).

    • Like 1
    • Haha 1
  6. On 16/02/2022 at 11:02 AM, leopard said:

    I was thinking about the cinema path nodes in Atlas editor and using that feature in game replays to create videos, I believe we can generate videos by predefining camera movements with that mod. when I asked about that in IRC chat Langbart shared some links to do something like that but I didn't do anything further. I thought stan have a mod when yeketerina mentioned about that.

    you can ask @vladislavbelov since he created that , I believe you already looked at this https://trac.wildfiregames.com/wiki/Atlas_Manual_Cinematics_Tab

    • Thanks 1
  7. 19 minutes ago, Stockfish said:

    Hello everyone, how are you!

    The reason for this post is to ask you what you would think of the implementation of a dynamic lighting system in 24-minute loops (one minute being equivalent to one hour) in which the lighting changes little by little, darkening and lightening the lighting of the game depending on whether it is day or night.

    It would be necessary to implement night textures for the buildings, with torches for example.

    I think this would be great for 0 A.D. and it would significantly increase the strategy of the game since you may be more interested in attacking at night when there is less light, sacrificing a little the speed of your boom. ^^

    What do you think? Good day :D 

    I like this very much also, of course but  this is discussed here on forums in last 20  or so years quite often @vladislavbelov can have some words on this topic eg. it a lot discussed when some map got a water manager that controlled flooding of the map so there was some discussion if it could be used for light manager as foundation, i believe then there were some technical performance concerns  which I do not understand since dynamic days/light was figured out and used eg. in warcraft 3 , since original spellforce since 90s.

  8. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/bring-them-to-ruin

     

    Today we take a look at how certain factions use Ruins to make their bases instead of Nodes.

    Posted by The_Undying_Nephalim on Feb 13th, 2022

    Bring them to Ruin

     

    Several articles ago the new Node System for Hyrule Conquest was announced. We took a look at how factions will capture Nodes and use them to construct their bases. I did mention in that article though that these are not strict rules and each faction will have their own nuances and unique ways that they interact with Nodes. Today I'll be talking a bit about those differences. While all factions have their own ways that they interact with Nodes, there will be three general categories of factions and how they go about constructing their bases. These three categories are Settlement, Ruin, and Nomadic Factions. I've gone over the general features of Settlement factions in a previous article and how they use Nodes to construct their bases, I'll go ahead and provide a link here for those that might have missed it: Moddb.com
    Today we'll be focusing on one of the other two styles of factions, Ruin Factions.

    Ruin Factions, while having some degree of civilization, are those that have been shown to live in long dead ruins rather than build cities of their own design. In the current version of Hyrule Conquest, this includes the Lizalfos, Fairies, and Stalfos. There will be several other factions in the future that also fall into this category, but I'll keep that under wraps for now. Just like Settlement Factions, Ruin factions construct permanent and defensible bases. Unlike Settlement Factions however, they convert and transform Ruins into their bases, not Nodes. Factions under this classification will start with units near Ruins, which will be conveniently emptied of enemy guardians so they can immediately start making a base. Ruin Factions generally have smaller and less fortified bases with fewer plots to make buildings. Large Ruins will provide them with only four plots to build, while Small Ruins only provide two. To offset this, Ruin Faction buildings are generally much cheaper and faster to construct.

    hz9Drh4.jpg

    These three different factions come up with the most creative ways to squatter on the hard work of long dead civilizations.

    This also begs the question, if Ruin Factions do not make Settlements on Nodes, how do they harvest the resources around those nodes? Well, Ruin factions all have a specialized unit for the job:

    DSiHmLg.jpg


    Like Camps, Mines, Lumbermills, etc built by Settlement Factions, Ruin Factions have a mobile unit that can park itself near any resource and begin gathering. They cannot gather as fast as the stationary buildings of Settlement Factions, however you can make multiples and stack the amount of income in any area.

    So, do Ruin Factions just ignore Nodes? Not at all! Both the Lizalfos and Stalfos use nodes to create their "Farm" building, which translates to "Nodes = Food" for these two factions.

    Kmnrd3L.jpg

    Or "Food = Bones of Long Dead Corpses" if you are a Stalfos.

     

    The Fairies on the other hand are able to create their Menhirs on Nodes, which increases both their population cap and the income of resources within the Node's radius.

    x48AOuk.jpg

    So there we have it, the basics of Ruin Factions and how they go about constructing their bases. Next time we'll take a look at Nomadic Factions and see how they function.

    • Like 2
    • Thanks 1
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