Stan` Posted March 25, 2018 Report Share Posted March 25, 2018 Missing Atlas autobuild @Itms @vladislavbelov or anyone that has time to trigger it. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 25, 2018 Report Share Posted March 25, 2018 2 hours ago, stanislas69 said: Missing Atlas autobuild @Itms @vladislavbelov or anyone that has time to trigger it. hmmmmmm, any chance Atlas could hotload any modded/new Victory Conditions? Or Heck, just include Conquest Civic Centers in public mod. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 26, 2018 Author Report Share Posted March 26, 2018 Well in the meantime before I can open up and edit maps again... 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 26, 2018 Report Share Posted March 26, 2018 @The Undying Nephalim Can you try again it should work now. 1 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 26, 2018 Author Report Share Posted March 26, 2018 51 minutes ago, stanislas69 said: Can you try again it should work now. It works now. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 29, 2018 Author Report Share Posted March 29, 2018 Yay the Kokiri buildings are done: Spoiler 7 Quote Link to comment Share on other sites More sharing options...
Bloodly Posted March 29, 2018 Report Share Posted March 29, 2018 Hmm. It'll be interesting to see how they'll shake out. The Gorons and Zora have both ended up as Gods Of Food(Though the Gorons have a slow start), with the Zora being the only faction that can sustain unlimited warfare, space permitting, due to having both Food and Ore available infinitely. Quote Link to comment Share on other sites More sharing options...
Looper's Favorite User Posted April 1, 2018 Report Share Posted April 1, 2018 Any chance we'll be seeing mercenaries, armos and Silent Ones in the following update? 2 Quote Link to comment Share on other sites More sharing options...
Wolvodane Posted April 1, 2018 Report Share Posted April 1, 2018 Do you plan to use BoTW's champions (Mipha, Rivali), Yunobo (maybe as a member of the Lost Gorons?), Sidon and Teba? If not as playable characters in campaign mode, characters that will appear in Hyrule Hystoria? I was also wondering if Groose and princess Oren and the other sages from ALBW would appear. For example will Groose appear as a member of the Akkala faction? or will Oren appear at all considering she doesn't fit the corrupted nature of the River Zora in Conquest? Sorry if I'm asking to much questions, It's just I love your take on every characters of the Zelda series I'm really excited to see what you have in store for the Kokiri! 2 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted April 2, 2018 Author Report Share Posted April 2, 2018 (edited) On 4/1/2018 at 10:52 AM, Wolvodane said: Do you plan to use BoTW's champions (Mipha, Rivali), Yunobo (maybe as a member of the Lost Gorons?), Sidon and Teba? If not as playable characters in campaign mode, characters that will appear in Hyrule Hystoria? I was also wondering if Groose and princess Oren and the other sages from ALBW would appear. For example will Groose appear as a member of the Akkala faction? or will Oren appear at all considering she doesn't fit the corrupted nature of the River Zora in Conquest? Sorry if I'm asking to much questions, It's just I love your take on every characters of the Zelda series I'm really excited to see what you have in store for the Kokiri! Yes to most of these Mipha will be a Lanayru hero, Revali will be a Rito hero, naturally. Yunobo actually is set to be a Darmani Clan hero, as his cowardly nature fits with them. Sidon will be a hero for New Hyrule. Oren is one of the River Zora heroes (her full name is Queen Oren Sokuuf on the wiki) Edited April 2, 2018 by The Undying Nephalim Quote Link to comment Share on other sites More sharing options...
JohhnyTheLictor Posted April 3, 2018 Report Share Posted April 3, 2018 Hang on, don't Lanayru and the Rito already have 4 heroes? Does this mean some will get replaced? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted April 5, 2018 Author Report Share Posted April 5, 2018 Soon© 4 Quote Link to comment Share on other sites More sharing options...
Looper's Favorite User Posted April 5, 2018 Report Share Posted April 5, 2018 Is that moss on the fox's back? Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 5, 2018 Report Share Posted April 5, 2018 That deer is gorgeous Quote Link to comment Share on other sites More sharing options...
Santosario Posted April 9, 2018 Report Share Posted April 9, 2018 Hi Neph, huge fan of your mod, just wanted to ask if Demoko's theme (starts at 1:53 in Hyrule Conquest - Mission 39 Cinematics) is available anywhere. I looked for it in the wiki but I couldn't found it Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted April 10, 2018 Author Report Share Posted April 10, 2018 Yay all the Kokiri units and heroes and everything is done: Spoiler As usual, details: Spoiler Saria, Sage of the Forests: The Queen of the Kokiri and Sage of the Forest, Saria brings her trusty bow into battle and can attack with magical projectiles from a distance. Fado: A talented musician with a knack for playing the Violin. He is a non-combat hero who can boost and improve the performance of Kokiri units in a variety of ways. Chief Mirora: The leader of the feral Mudman Tribe of Faron. A very vicious woman by Kokiri standards, she rides on the back of the Wolfos Lord, Shamnon, into battle. Gulley, the First Kokiri: The son of a Hylian blacksmith who supported the Kokiri Bandits, Gulley was spared the death of his father's group and was the first Hylian to be transformed into a Kokiri by the Great Deku Tree. He may look small and harmless, but he is older than any other Kokiri and has tamed many forest creatures. Laborer: The workforce of the Kokiri, these hard working individuals build and gather for their local communities. Explorer: A fast moving scout unit that is camouflaged. Carries a Deku stick in hand to whack any would be foes in the face. Hunting Fox: A light and fast creature unit employed by the Kokiri to go on hunts. These small foxes can hunt and kill wildlife, gathering food from their kills and bringing it back to storehouses. Minuteman: Everyday citizens of the Kokiri on constant standbye for enemy invaders. Everything from kitchen knives to deku sticks are picked up and used as weapons to defend their homes. Slingshotter: A short ranged attacker who can stun enemies with their attack. Slingshotters might not pack much of a punch but a cluster of them can send enemies spinning in circles. Grove Watcher: A dedicated solider wielding their iconic Kokiri Sword and Deku Shield. These warriors are trained from their creation to guard the Groves of the forest. Mudman Jabber: A member of the Mudmen Tribe of Faron. These hostile and feral children bring pointy spears to the fray. Mudman Wolfkiller: A particularly violent hunter of the Mudmen Tribe that carries Mantis blades, they are excellent at fighting and slaying Creature units. Mudmen Mantlet: A slow moving pair of Mudmen hiding behind a large mantlet shield. When in range they toss javelins from behind their shield at enemies. Mudmen Battering Ram: They may not pack the punch of most siege weapons, but this pair of mudmen can move quickly and batter down gates with ease. Buck Riders: A very fast cavalry unit armed with an axe in hand. These melee cavalry can ram into enemy infantry and are excellent at dealing with such units. Doe Trotters: A very fast moving cavalry unit armed with a spear. They excell at intercepting and stopping other enemy cavalry, but are not particularly durable in combat with other unit types. Enchantress: A rare Kokiri magic user who has befriended a pair of rogue Fairies. The Enchantress can confuse enemies and deflect ranged attacks back at their attackers. Emerald Archer: A powerful long range archer unit. This archer can move very quickly, making them excellent for kiting. Chief: Kokiri commander unit armed with an axe, improves the performance of Kokiri infantry within its aura. Shrine of Courage: Small mobile idol of the Goddess Farore. Slowly regenerates HP when units are not in combat. Bouldershot: Small siege weapon that can launch boulders at targets. Decent at knocking down walls and buildings but not nearly as powerful as most siege weapons. Deku Tree: Unique Unit for Saria. Large lumbering creature unit that can cross deep bodies of water. Can be garrisoned with infantry units. Fiddler: Unique unit for Fado. Support unit that improves the speed of all Kokiri units in its aura. Wolfos: Unique unit for Mirora. Fast and very vicious creature unit that can quickly maul infantry to death and is not vulnerable to anti-creature units. Stag Chariot: Unique unit for Gulley. Light and very, very fast chariot. Not particularly strong but can be garrisoned with a pair of ranged units to boost their mobility. The Great Deku Tree: The Kokiri's Titan Unit. This massive hulking being is the lord of the entire Kokiri Forest and the patron deity of the many woodland people. He can plant and uproot himself. While planted, he is a durable and garrisonable turret that can serve as a dropoff point for resources. While uprooted, he is a slow moving creature unit that deals massive area damage around himself. 5 Quote Link to comment Share on other sites More sharing options...
Looper's Favorite User Posted April 10, 2018 Report Share Posted April 10, 2018 Gulley? Well, that's certainly the last character I expected. Good on you, though. ALBW doesn't get too much credit for seeming too much like a LttP remake. Quote Link to comment Share on other sites More sharing options...
Looper's Favorite User Posted April 11, 2018 Report Share Posted April 11, 2018 On a different note, do you happen to still have files for 3.8 of Hyrule Total War? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted April 11, 2018 Author Report Share Posted April 11, 2018 On 4/9/2018 at 11:42 AM, Santosario said: Hi Neph, huge fan of your mod, just wanted to ask if Demoko's theme (starts at 1:53 in Hyrule Conquest - Mission 39 Cinematics) is available anywhere. I looked for it in the wiki but I couldn't found it Here it is: https://www.dropbox.com/s/f93yeyfx3x4jnqw/oocca_ambient1_theskycity.mp3?dl=0 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted April 13, 2018 Author Report Share Posted April 13, 2018 I just downloaded the most recent build from SVN and have run into a GUI problem that makes the game unplayable: Spoiler Here's the log: <p class="error">ERROR: JavaScript error: gui/session/session.js line 288 ReferenceError: initSessionMenuButtons is not defined init@gui/session/session.js:288:2 reallyStartGame@gui/loading/loading.js:97:2</p> <p class="error">ERROR: GUI page 'page_session.xml': Failed to call init() function</p> <p class="error">ERROR: JavaScript error: gui/session/messages.js line 974 TypeError: g_DisplayedPlayerColors is undefined colorizePlayernameHelper@gui/session/messages.js:974:6 updateViewedPlayerDropdown/viewPlayer.list<@gui/session/session.js:525:18 updateViewedPlayerDropdown@gui/session/session.js:524:51 updateGUIObjects@gui/session/session.js:984:2 onSimulationUpdate@gui/session/session.js:893:2 __eventhandler107 (simulationupdate)@sn simulationupdate:0:1</p> Any idea what change was made that might be causing this? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted April 14, 2018 Author Report Share Posted April 14, 2018 EDIT: Nevermind I got it to work Quote Link to comment Share on other sites More sharing options...
LordRequ1em Posted April 15, 2018 Report Share Posted April 15, 2018 Yo Neph! So I got a weird issue where on the Death Mountain map I was getting a constant stream of errors, when I got to the enemy they turned out to be Lon Lon Ranch. I have no idea what I did there. Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted April 15, 2018 Report Share Posted April 15, 2018 The log file should still contain all the those error messages in the order that they occurred if you haven't overwritten it by playing a new game/map just saying you got errors does not help in tracking them down and correcting them. Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
LordRequ1em Posted April 15, 2018 Report Share Posted April 15, 2018 Cool I'll take a look in a bit, dinner and chores come first after all! Also, I love to come up with ideas and suggestions for stuff all the time, so if you'd like I could share my thoughts. Quote Link to comment Share on other sites More sharing options...
LordRequ1em Posted April 15, 2018 Report Share Posted April 15, 2018 (edited) Well, here is the wall of text that comes up. I hope you can figure it out. Spoiler WARNING: PlayerID 2 | Tried to add the inexisting template structures/npc_lonlon_house to Petra. ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 CSkeletonAnimManager::GetAnimation(art/animation/HC_biped/biped_hum_slaughter.dae): Loaded successfully WARNING: JavaScript warning: simulation/ai/petra/queueplan.js line 53 reference to undefined property this.cost ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 WARNING: PlayerID 2 | Tried to add the inexisting template structures/npc_lonlon_house to Petra. WARNING: JavaScript warning: simulation/ai/petra/queue.js line 26 reference to undefined property newPlan.category ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 WARNING: PlayerID 2 | Tried to add the inexisting template structures/npc_lonlon_house to Petra. ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 CSkeletonAnimManager::GetAnimation(art/animation/HC_biped/biped_hum_harvest_tree.dae): Loaded successfully ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 CSkeletonAnimManager::GetAnimation(art/animation/HC_biped/biped_hum_harvest_meat.dae): Loaded successfully ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1452 TypeError: gameState.getTemplate(...) is null m.HQ.prototype.buildMoreHouses@simulation/ai/petra/headquarters.js:1452:17 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:2237:4 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:119:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 ERROR: JavaScript error: simulation/ai/common-api/resources.js line 33 TypeError: that is undefined m.Resources.prototype.add@simulation/ai/common-api/resources.js:33:3 m.QueuePlan.prototype.getCost@simulation/ai/petra/queueplan.js:53:2 m.QueueManager.prototype.startNextItems@simulation/ai/petra/queueManager.js:367:38 m.QueueManager.prototype.update@simulation/ai/petra/queueManager.js:407:2 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:121:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2 Edited April 15, 2018 by s0600204 Moderation: Put wall of text in a Spoiler tag. 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