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Perzival12

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Everything posted by Perzival12

  1. Hello everyone, and Happy Easter! First of all, I am happy to announce that Hyrule Conquest: Revival has been updated to 0 A.D. version R28. In addition to the update, there is a whole ton of new stuff, including factions, features, maps, and more... First off, Gohma are a swarm faction, meaning they specialize in training hundreds of weak and squishy units and overwhelming the enemy with sheer numbers. As you can tell from the pictures, the Gohma are a mix of the old and new designs, using the original organic structures and the redesigned Gohma units. The Lizalfos function very different from the other factions. When you start a match as them, you pick between one of four gods, each of whom gives you different units, structures, and technologies. They range from stealth focused (Farosh), to poison and disease focused (Okra), to war and battle focused (Dinrall), to ranged and hunting focused (Dodalagon), so they have lots of variety. The Moblins are an extemely mobile faction. All of their buildings (except their wonder) can pack up and be moved somewhere else, allowing them to move to a completely different area. They also have access to all of their units and techs to start, making them a strong early game faction. The Sheikah Cadre are back! They are extremely stealthy, with the majority of their units having Stealth or Camouflage. They are also very Creature heavy, and have a lot of Dodge. While they have less units compared to most of the other civs, they are very heavy damage dealers. The Zora Dominion are finally done! Though they are lacking Aqueducts, they otherwise function and are completely playable. They are very magic heavy, with lots of mage units. They are also (just like Lanayru Province and the Wild Zora) completely aquatic, allowing them to swim across lakes and oceans. In addition, there are also major changes to Labrynna. I have redone them again, removing their structure upgrades. They now only have their steampunk buildings, which was done mainly so that they function with the AI without making extensive changes to Hyrule Bot. I have also added two new features to the Deku Kingdom: Mad Scrub is back! When a Deku Scrub is slain, it has a chance to spawn a Mad Scrub, who will go on a rampage killing everything in sight. For the first time in the histoy of Hyrule Conquest, the Deku have a navy! They have three boats, which use turreting to transport units, as well as a dock to build them from. You can expect more navies in the future... I have added Dodge into the game. When a unit with Dodge is attacked with a melee attack, they have a chance to dodge it (this will be added to the GUI in the future). Stealth and Camouflage are finally fixed! Now enemy units that are stealthed or camouflaged are invisible to the naked eye. Note that cheats that reveal the map and that ticking the Revealed Map option in the Game Setup page break this feature. Automatic Resource Draining is now in. This is a pretty minor feature, which is at the moment only used by the Gohma Recycler structure. Spawning on Interval is in! This is another smaller feature, but will be used mainly by the Gohma (who now auto spawn some units) and by Gaia for map enemies. Garrison Spawning is also in! Most buildings no longer have an automatic attack. Instead, at the start of the game a group of basic archers are turreted in every civil center. These units cannot be removed from the turret, though they can be killed as normal. These same buildings no longer spawn nits when destroyed, which fixes some gameplay problems. Now, thanks to some code from Toby Dustin, when a faction is defeated, any surviving units defect to an ally, making team games of Regicide much more interesting. Finally, and perhaps the most anticipated feature by most, Knockback is finally in! Many large units and siege weapons can now knoc units back when they attack, causing absolute chaos. Many of these units are also immune or resistant to Knockback, due to their size. This has been wanted for a long time, so I hope y'all are happy now! We have reached the point where it's time to split from vanilla 0 A.D. map-wise. The vanilla maps are no longer playable. I know some people probably are dissapointed by this, but it's for the best, as many vanilla maps have vanilla units that mess up gamelay, appearence, and lore. To help counter the sudden lack of maps, 4 new maps are in (all of them 4 player maps): Gerudo Desert: Day, Gerudo Desert: Night, Tarm Ruins, and Zora River. There have been several GUI changes, including adding a Manual (currently incomplete) and new music. Finally, there have been lots of balancing changes not already listed, including: - Stalfos units are no longer immune to Pierce damage. - Minor Factions are now researched at the Market before they can be built. - Ordona has a new hero: The Resistance, who is trained by Ashei. - Markets now provide a trickle of Rupees. - Labrynna's cannons and guns are slightly more balanced, at least among themselves. And now for some news: After almost 8 months working on this project, I have almost updated every faction and feature from the original Hyrule Conquest. All that is left is to update the Plot system, which will open the way for redesigns of the Kokiri, Lanayru, and Gorons, as well as the promotion of the Darknut Legion to a Major Faction. Because of how much has been updated, as well as some personal projects, production will slow from now on. You can expect monthly releases, in which I will be adding navies, maps, campaigns, and of course lots of balancing. During this time, I also hope to add the Plots and Darknuts mentioned above. I also hope to, as time goes on add new factions, including the Guardians, Ikana, and Twili, as well as add new features, including Burrowing, Unit Abilities, and a Campaign Map. I also hope to improve the AI, so that it fully functions with all of the civilizations. Don't take all of this the wrong way, I am not retiring from the mod, nor am I taking a break or stepping down as project leader. I will still work on it, albiet at a slower pace as I add brand new features and art into the game. Y'all can download the mod here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0121 Until next month, enjoy!
  2. They can be though, since there is that flood map where the water rises, so maybe it’s possible to change the sky colors in the future?
  3. We need more maps with canyons and choke points, so it’s easier to find places to position archers and rain arrows into the enemy. Also, since archers don’t wear any armor, and are carrying only a bow and quiver, they should maybe move slightly faster than other CS.
  4. @Stan`this is what the Height part of Obstruction is for, only for turreting.
  5. I do! If you want, I’ll throw together the wonder stuff and you can take a look at it.
  6. Yeah, though that would take animation, and I’ve had troubles TW animating Neph’s models in the past. I’ll do some tweaking. I might remove the musket balls all together, since in reality a missed shot would fly way far away, not hit the ground near the target.
  7. I mean, I’d love a gunpowder era mod, (one of my favorite Hyrule civs is Labrynna). From what I can tell, most of those mods die because their proprietors either move on to other projects or get bored with 0 A.D. in general. Modeling the various muskets, cannons, and retexturing lots of models is a lot of work, and many arent up to it.
  8. Probably just animate an axe to spin in place, then set it as a projectile (though it might keep spinning even after it’s landed in the ground XD).
  9. My favorite civ to actually play as is Athens, though I love the Britains as well (such cute little war puppies). Mauryan trained war kittens (tigers) when?
  10. I’ve had this happen, what’s causing this is that you have both Town and City phase specified as requirements for a unit/building, which causes this error message to appear (it only wants either Town or City as a requirement). Most likely one of the templates has a requirement for a phase, you need to remove it with something like “-phase_town” or “-phase_city” to fix this. @wowgetoffyourcellphone @Lopess.
  11. This makes me think that part of the description for each AI difficulty should be it’s corresponding rating.
  12. I meant unique champions, like the Mauryan Elephants, the Persian Inmortals, and the Mauryan Amazon women (I forget their real name). These units are a lot more unique in play style than the basic units, and I feel like because the stats are so generic across the civs, the game really just becomes who can boom faster, whereas fantasy RTSs often end up becoming more strategy focused with varying tactics against various civs.
  13. I’ll probably test my ideas out in a small mod before merging them with something else. I feel that they should be further exaggerated, not to the point of cartoonishness, but so that the differences are noticeable to someone who has maybe not played every race extensively. For example, using the cavalry example you mentioned above, the Carthaginian cavalry is only barely faster, and so it has to be directly compared against a standard cavalry unit to notice the difference. Cosmetic uniqueness is important in many ways, it makes each civ feel like a unique race, it allows players of varying play styles to pick the race that most fits them, and it allows players of lesser skill to beat more advanced players simply through choosing the right race for the right situation (though again, over exaggeration must be avoided here). As part of this uniqueness, the ‘baseline roster’ should be changed for each race, so that the game is interesting long before champions are unlocked in city phase (champions are atm the one real unique units in the game). Again, not over exaggerated, but for example the changes I have above should be generally applied to the majority of units for each civ. You all can expect my mod sometime soon, most likely after I get the next release of Hyrule Conquest: Revival out.
  14. I’ve never played AoE, so I wouldn’t know…
  15. For sure, I’ll make a short mod and post it here showing off some of my balancing ideas as soon as I have time.
  16. So, after playing for a few months now (almost a year), and through my work on Hyrule Conquest and experience playing games such as Halo Wars and Warcraft, I've been thinking: the civilizations in 0 A.D. aren't really that unique. Most civilizations are statistically and gameplay wise almost the exact same, with differences between them being almost purely aesthetic, both in names and actual art. While I know we can't get the races as varied as in a fantasy RTS (with flying races, aliens, monsters, magic, etc.) I feel like the varying ways each race operated in history is not used almost at all. So, using my knowledge of history I've composed a small list of things that could be changed to the few races I actively know about: Athenians: Strong navy & walls, more techs Britains: Faster units and stronger/more dogs Gauls: Fiercer units (more damage and RoF) Germans: Mobile dropsites and houses Romans: Defensive units (more resistance) and formation focused Spartans: Offensive units (more damage & health) This list is incomplete, I ask everyone who reads this to post some thoughts about the other civs and I'll edit this list to fit those ideas.
  17. As someone who is around this rating, I’d say that the basic skills are: General understanding of the controls Starting to learn how to have a self-sustained economy (doesn’t need micromanaged in order to get returns). General knowledge of what techs and units to train over others. General tactics (turtling and massive attacks)
  18. I tested that, while units stay in formation as they walk, they still break formation when they attack. It would be nice if they rigidly kept at least the Phalanx, as that’s more historically accurate than walking in the phalanx and then breaking formation.
  19. About formations, I almost never use them because when you order your soldiers to attack the formation automatically disbands, no matter how far away the enemy is. It would be nice to either: A: make it so that formations must be manually disbanded, otherwise they fight in formation (at least some formations should work like this, like the Phalanx) B: units stay in formation until an enemy is in sight, then they disband (not historically accurate for most formations, like the Phalanx).
  20. @Seleucids, would you mind if I include this campaign in a larger basic tutorial campaign I'm making? I'll credit you of course.
  21. You just don’t get it do you? Anyone and everyone is a developer, and despite all of your long theoretical and rhetorical rants, you have yet to except that you yourself can add the code. If you’re not on Gitea (we dont use GitHub), then make an account and do something. No one has asked you to fill out a bug report, and if you were actually as skilled and experienced as you say, then you Wouk know there is a big difference between reporting a bug and actually contributing.
  22. You refuse to accept that everyone has influence, since everyone can make a Pull Request.
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