
Perzival12
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Everything posted by Perzival12
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Hey, so for my revival of Hyrule Conquest, I need to make more passability classes, such as Huge, Aquatic, and Amphibious (for various units), but A27 seems to have removed the Pathfinder.xml file that included the passability classes in A26 and A23. Does anyone else know how to make a new passability class? Do I just need to add the Pathfinder.xml file or do I do something else?
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What are the Graphics Driver Requirements?
Perzival12 replied to Perzival12's topic in Help & Feedback
I am running PureOS, with a Mesa graphics card and drivers. -
I am not reusing any code, completely recoding the mod. The only things I am reusing are the art and some of the ideas.
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All civs built mounds and dug trenches. The Romans were just better at it. If trenches were added, they should be available to everyone.
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Where are you from?
Perzival12 replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
US of A. My nickname comes from the name of Ready Player One protagonist Wade Watts (a.k.a Perzival), who in turn took it from the knight who found the Holy Grail in Arthurian legend. Plain old Perzival is usually taken so I added 12 to the end.- 333 replies
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Sadly, It seems that I will not be able to make the Darknuts, at least not at the moment. Almost of their buildings require the plot code, and so they would look ugly unless players built them directly off if the civic center. I will probably combine them and a few other lesser races into one Ancient or Automaton race. Now, look out for the Deku Scrubs!
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Okay, so I encountered a problem with the Darknuts. TUN had added some special feature called plots, where some civic centers could be added to to improve them and increase space. I can’t do this, since I actually am not a Java programmer, and edit Java through trial and error. If anyone want’s to help, let me know and I’ll post TUN’s code. (It is probably dated, so good luck if you decide to help).
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I hope that no one downloaded that file to play it, it is just to show off the art and GUI. Most of the stuff was glitchy and broken. Sorry.
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No, at the moment I am only going to post releases here. When I’ve got few races done then I’ll make a GitHub page.
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Not sure which thing I said your responding to, so I’ll answer both options: The other project just has a Discord, no other way to reach them, and are using some horrible downloading sites that expire really often. As a huge fan of the Zelda series, when I discovered the original Hyrule Conquest, which modded one of my favorite games, I was obviously thrilled. But, the only release of 0ad that I could download was for A26, and so I set about modding it to be playable on the version that I had, A23. Then, when I recently installed A27, I just thought that others should be able to enjoy TUN’s creation. So, I PM him at Spacebattles, got his go ahead to update it, and now am making it. By the way, the Darknuts, as well as my edited AI, will be done by the end of the week, so expect a new release on Monday.
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What are the Graphics Driver Requirements?
Perzival12 replied to Perzival12's topic in Help & Feedback
No, but I did install it from a Flatpak. But it’s fine, all I had to do was switch from OpenGL rendering to Vulcan rendering in the graphics options. Thank’s anyway! -
Not really, The Undying Nephalim did all of the art, all I really have to do is put the art where it goes, reference it in the actor files, and give them all stats. Already did it for my old 0ad (A23), but now that I got A27 I figured it would be worth remaking it for everyone else.
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Hello everybody, I am pleased to announce that I am starting work on a revival of The Undying Nephalim's mod, Hyrule Conquest. My version will include new maps, over 15 races, new features and technologies, and some other stuff. At the moment this is all I've got, but feel free to check it out. Though I know that there is another group out there, making their own version, I had tons of difficulty finding them, and felt that I should make my own version. At the moment it just has some cosmetic changes to the UI and the start of the Darknut civ. Probably have the darknuts done by the end of the week, but maybe will instead have my Hyrule Bot (an edited version of Petra) done instead. Hope you enjoy! Hyrule-Conquest.zip
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Hey, so I recently installed 0ad Alpha 27, but it gives me a warning when it turn it on: "llvmpipe (LLVM 19.1.7, 256 bytes). If possible install a proper graphics driver for your hardware."When I play a match, it moves very slowly, so the game is basically unplayable. Now, I am having trouble installing the newest graphics driver for my computer, and I was wondering if there is an easy way to change the graphics settings so the game preforms normally, or if anyone knows an easy way to install a new graphics driver on Linux.
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I don’t mean like, actual traps, but pits and spikes should slow down or block certain units. A wall of spikes would stop cavalry and slow infantry, a pit would slow infantry and stop siege machines and cavalry, a moat would stop all unless it is filled in by making a mound (using the same mechanics as digging a pig).
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Solved it, check out my Wandering Gaia Soldiers thread for my fix
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Yeah, and those open plains and fortresses were surrounded by ditches full of spikes and traps to imped cavalry and siege machines. What do you think the moat was for? Even the Gauls had mounds of earth to give them protection from arrows if they didn’t have time to construct a palisade. I’m not saying deep enough for separate battles in trenches (like ww1), but some sort of slowing terrain to prevent siege machines and cavalry from crossing easily. PS: building moats would also be cool, though that is more Middle Ages than Iron Age.
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Okay, so I figured it out (kinda) my current way is: First, copy the file that you want to wander into templates/gaia. Otherwise, your trainable units will wander and be uncontrollable. Then, edit the file like this: 1: Change the template at the top of the file to templates_units_fauna_wild_aggressive. 2: Add the movement speeds, armor, damage, generic names, health, vision, and all the other stats of the unit that the original template was defining. 3: Add to the Classes: Human and Organic. Add to the VisibleClasses: Melee. 4: Add what wowgetoffyourcellphone posted above, right above your Promotion data. Add Loot and ResourceGatherer disable=“”. If you want the unit to be nonviolent, make the template be templates_units_fauna_wild_passive. Also, make sure you say wild and not hunt, or food can be gathered from downed AI soldiers.
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It would be nice if you could move earth with workers. That way you could build earth mounds or dig trenches in your defense line. (After all, this game is supposed to be historically accurate, and that was a common tactic at the time).
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Yeah, I tried that already, and added a Roam distance to the soldiers, but it just gave me errors. Still trying to figure out why.
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Hey, i was wondering if anyone knows how to make Gaia soldiers wander around the map, similar to how the wolves and cattle wander around.
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Hey, I’m making a random map where you get attacked by bandits after a few minutes, but I am having trouble. I took the Survival Of The Fittest map and edited it to work, but I can’t seem to select a specific civ or unit type. Also, on a similar topic, I am trying to figure out how to get Gaia soldiers to wander like animals do, to make them more realistic. Does anyone have any ideas how to do that? Adding the animal Roam info doesn’t seem to work.