Perzival12
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Everything posted by Perzival12
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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. -
The messages are dated 2022, but I wasn't sure if anyone had noticed this. Sorry if I'm late.
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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.
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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.
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Hey, on a different topic, how do I force an AI in a scenario or campaign? I set an AI (Petra bot) and added an AI seed, but it still doesn’t work.
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Yeah, I have no idea how to do that. I’m not much of a Java coder. My attempts at reverse engineering code succeed about 1/3 of the time.
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Yeah, I’m not sure how to integrate QuickSpawn (which is a map program) into an entity. Thanks anyways!
