Perzival12
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Everything posted by Perzival12
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NNNNOOOO BBBBAAAATTTTAAAALLLLIIIIOOOONNNNSSSS!!!! Believe me, I have seen how battalions ruin 0 A.D. @Exodarion added them for Hyrule Conquest, and they ruined it. They made weaker units feel like cannon fodder that's only purpose is to march to their doom, and stronger units feel less unique, as having a group of Champion units (which, in HC, are often monsters or demons) looks like they are overwhelmed by armies of battalions. I think Battalions could only work in vanilla 0 A.D. if they simply are an updated version of Formations (which are, in a way, just Battalions).
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That is more up to the map makers more than the game itself. Maybe some maps should be realistic in how resources are placed, instead of babying the player with all resources right up front.
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Building capture is actually one of the best features, I kinda miss the days when I had to force my army to raze buildings rather than capture them... Yeah, trade is almost useless, and healing is simply to weak and slow to have any affect on gameplay or tactics. The AI shouldn't be harder, but there should be more AI to choose from. Petra should be the starting point, then there should be harder ones, like TrojanBot and AlexanderBot (who would be the most offensive). At the moment, there are just some difficulty settings for the bot, and then three tactical choices for it: Offensive, Defensive, and Balanced. There should be more, like Harrasing (launch tiny raids on your workers), Ambush (hide troops in forests and choke points that ambush you as you walk by), Horde (train armies of weaker soldiers and swarm you), and Turtle (build almost exclusively walls and towers until VERY late game, when it attacks).
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That would be an interesting idea. However, it doesn't really make since that the farmer just being near a building should repair it, since he is just standing there. However, what if idle workers (defined that way because their last order was to build, gather, or repair) automagically would start repairing buildings?
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Wow, that sounds really cool. Would several of the early European civs eventually be consumed by the Roman Empire, turning them into the Rome civ?
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So there won't be resources that only certain civilizations have? Like Native Americans having a Bead resource or Chinese having a Silk resource?
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Wow, there are a WHOLE lot of resources. Are there any civ-specific ones, or just generally tons of resources?
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The zombie walks!
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Hey everybody! The newest release is out, Version 0.6.0: Aquamentus. This release adds the nomadic Zola civilization, several new maps and GUI tweaks, and two new unit systems: Stealth and Camouflage! Check out the download pages to learn more: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-060 and https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/v0.6.0.
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OK. That's fine, but I can't wait to play it.
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Capture only damaged buildings?
Perzival12 replied to Adeimantos's topic in Game Development & Technical Discussion
Hmm. Yeah, I guess Civic Centers at least, maybe barracks and stables (anything military, TBH). Houses should just be capturable flat-out, same with any non-Civil Center civic or economic building. IMO fortresses should not be capturable at all, only destroyed (I know that doesn't really fit with history, but it would make the game more challenging). -
Is there a place where I can download this?
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Capture only damaged buildings?
Perzival12 replied to Adeimantos's topic in Game Development & Technical Discussion
The only problem with that is it means that if you want to capture a building, you have to micromanage the attack. Often times you will look away from your invasion to train more troops or check on your economy, and that means any battering rams or catapults (the only units able to damage buildings quickly) can destroy a building you want to capture before you notice. And, it would be useless to code them so that when a building reaches 1/2 life (or whatever) to just stop attacking or move on. Plenty of historical battles involved surrenders without having to beat the building down, so there is another point. -
Ambient sound effects would be nice. I mean for the units, not just random birds and stuff. It would be cool to hear the occaisonal conversation (like in Halo Wars), and for certain buildings (the market, the barracks, etc.) to constantly generate sounds (market is some low murmur of people, the barracks has weapon sounds, the forge a hamer ringing, etc.). It would also be interesting to add musicians (who rely on the ambient sounds), and make nearby units have a health or healing bonus.
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Is the child of the bone named “prop-weapon_R” or just “weapon_R”? I occasionally get this error, usually because I misspelled the name of the prop point.
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Hmm. I checked the spelling multiple times, and it should work. I wonder what the problem is
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Okay, so I tried to add it, and here is what happens: the game crashes without any error messages. In terminal, I get the error: “Assertion failed: ‘(int)m_PassClasses.size() <= PASS_CLASS_BITS’ Location: CCmpPathfinder.cpp:95 (Init)”
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Cool, thanks for the help, I’ll let you know if it works.
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Is it possible to build underwater? What would I have to do to add a new building placement class, that is like the standard one but can be built underwater?
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Persian Highlands with 8 Players?
Perzival12 replied to casualPlayer's topic in Scenario Design/Map making
A random map is procedurally generated by a .js file calling upon a random-map-library. A scenario or skirmish map is created in the Scenario Editor, and is static, unable to be edited. I know that it is an option in the Scenario Editor to generate a random map, then save it as a Skirmish or Scenario map, and that a few people have written random map scripts to recreate scenario and skirmish maps as random maps. -
How to Load a Local Mod in 0 AD (Snap Version)
Perzival12 replied to lilypoppy's topic in General Discussion
Much welcome. -
Why isn't 0ad on Steam?
Perzival12 replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
The messages are dated 2022, but I wasn't sure if anyone had noticed this. Sorry if I'm late. -
Why isn't 0ad on Steam?
Perzival12 replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
Hey, someone is/was selling 0 A.D. on Steam! There are tons of comments on how someone posted 0 A.D. and is charging for it. Is this old news? Or does someone need to solve this? Here is a link to the page: https://steamcommunity.com/app/2158440. -
How to Load a Local Mod in 0 AD (Snap Version)
Perzival12 replied to lilypoppy's topic in General Discussion
Your mod is incompatible because you need to set a version that it runs in. For example: “requires”: [0.27.0]. This should fix your problem. I modded Petra a few months ago, here are some tips: before you do anything to it, use Find and Replace to replace anything that says PETRA with FELIX, and anything that says petra or petrabot with felix or felixbot. Then, start messing around by changing numbers and values. -
Yeah, the civ is set permanently, but normally when you start a match, you pick an AI. However, my map is for a campaign I am making, where you start the campaign and the level starts automatically, so there is no place where the player picks an AI. So, rather than use TriggerHelper to handhold the AI and decide it’s every move, I want to specify an AI and just let it play.
