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If you really want to do something like that, some modders used the Upgrade feature (with an entA -> entB, entB -> entA upgrade schema). (Though it has an hack flavour.)

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Not sure what is hacky about that, since that is actually what that is meant to do. (Well for values of upgrade that mean "can change into".) Especially when as in this case you just upgrade to a template that inherits from yourself, which upgrades to you (and makes sure to actually use the same name (or remove the other one) as your upgrade).

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Given that the requirements boil down to a change from an entity to another (else we would need lots of complexity in lots of places to handle different sets of stats and other things), not switching templates (and thus entities) would be more complicated. Also given that this will most likely be user initiated instead of something automatic and most likely not used for all entities we might do some rough calculation of how many entity ids we'd actually burn through.

From some random replay I had lying around (some 50 minutes or something) that took about 12000 turns, which I guess is as good a length to check for as anything else.
We'll assume 8 players, each having 300 units, doing that upgrade/switch every turn. Since this is likely going to be big, let's just get the base 2 logarithm of that (log2(12000*300*8)

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  On 04/10/2017 at 5:35 AM, fatherbushido said:

If you really want to do something like that, some modders used the Upgrade feature (with an entA -> entB, entB -> entA upgrade schema).

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This method works really well. The units even seem to continue their last move or attack order, although their formation gets disbanded but that's a small price to pay.

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Another question, sort of similar to one of the last ones I asked.

Is it currently possible to make it so that a worker places a building and then the building continues to build on its own without any interaction from the worker? A natural example is the Protoss summoning their buildings in Starcraft.

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  On 05/10/2017 at 3:04 AM, The Undying Nephalim said:

Another question, sort of similar to one of the last ones I asked.

Is it currently possible to make it so that a worker places a building and then the building continues to build on its own without any interaction from the worker? A natural example is the Protoss summoning their buildings in Starcraft.

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Seems doable but that would need few lines of script.

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  On 05/10/2017 at 3:04 AM, The Undying Nephalim said:

Is it currently possible to make it so that a worker places a building and then the building continues to build on its own without any interaction from the worker?

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I think this should be possible with relative small changes in Foundation and Builder components, for example adding an 'autobuild' flag to relevant building templates (probably with a 'builder rate' specified), adding an automatic 'builder' in Foundation for such buildings and restricting the regular builders to join construction.

We need something like this in the space mod too (the idea is to place a beacon/landing pad-looking foundation and then a spaceship will arrive after some time), but I didn't manage to experiment with this feature yet.

Another a bit inconvenient but already available alternative should be building foundations (logically) as finished buildings (technically) and then using the upgrade feature to convert to the finished building state. But this will require player to manually upgrade each foundation. This probably may be not so bad if there would be some generic foundations of different sizes and then player would be able to select a number of finished buildings for each of them (like sunken/spore colonies in starcraft).

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Tested the demo multiplayer on two machines running Linux Antegros, it runs fairly well, with lag only appearing during large battles (compared to when I tried the demo on a mac and it lagged from the start). The Linux performance is truly quite nice for such an early demo. 

I am not sure if this is an issue only I am getting, but the Postman cartography research from the Hylian market does not appear to work. In two separate games I researched it but could not see allied units. The Gerudo equivalent research also currently does not show allies. 

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  On 06/10/2017 at 5:50 PM, Baskom Welford said:

Tested the demo multiplayer on two machines running Linux Antegros, it runs fairly well, with lag only appearing during large battles (compared to when I tried the demo on a mac and it lagged from the start). The Linux performance is truly quite nice for such an early demo. 

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Just wait until something like LOD's are implemented into the engine, there'll be no more performance issues or frame rate drops after that. 

  On 06/10/2017 at 5:50 PM, Baskom Welford said:

I am not sure if this is an issue only I am getting, but the Postman cartography research from the Hylian market does not appear to work. In two separate games I researched it but could not see allied units. The Gerudo equivalent research also currently does not show allies. 

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It's not just you, it seems to happening for everyone. Really not sure what's going on here as both technologies are exact copies of Cartography just with different names and tech requirements.

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  On 06/10/2017 at 7:45 PM, The Undying Nephalim said:

It's not just you, it seems to happening for everyone. Really not sure what's going on here as both technologies are exact copies of Cartography just with different names and tech requirements.

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Did you also have a look at the simulation/templates/special/player.xml file(s)?

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Here's a sneak peek of the next faction getting ported over to 0AD: the Gorons.

goronsarecoming1.jpg

Stay tuned for their full roster of units.

 

  On 06/10/2017 at 7:59 PM, Nescio said:

Did you also have a look at the simulation/templates/special/player.xml file(s)?

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It seems I didn't take a peek in that file.

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  On 02/10/2017 at 6:29 AM, fcxSanya said:

@The Undying Nephalim when the gui session initializes and checks for available 'civ choices', it should also check whether one of these technologies is already researched. I will try to fix it in my mod in near few days (maybe even later today if I will have enough time and will manage to do it fast enough).

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(apparently I didn't have enough time that day and a few days after it)
Fixed in https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/4840eaa96e2dc5b1f6d54300dedcc708b8240f1a
@The Undying Nephalim make sure to copy the fix to Hyrule Conquest

  On 02/10/2017 at 6:40 PM, Zolrolt said:

Okay so self multiplayer I have both instances of my game being able to train the heroes. So it's only online with other people that I have a problem then.

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Can you still reproduce it with other people or you didn't play after your earlier matches?

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It looks like the Goron units are ready:

goron_roster1.jpg

And of course, details:

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Hopefully I'll have all their buildings done soon and then I can more onto the Zora.

 

Edited by The Undying Nephalim
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Here's a question I should have asked before I started on these guys, Is there a way to give  a projectile an explosion or particle effect after it hits the ground or a target? The Gorons have quite a few weapons that go boom, it's kind of awkward having bombs just sitting there while everyone around the bomb drops dead. :huh:

  On 13/10/2017 at 1:24 PM, LordGood said:

You work at a frightening pace

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A lot of the modeling and texture work was already done for the Total War version of the game, so it's just a matter of porting everything over. 

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