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Hyrule Conquest


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  On 13/09/2017 at 9:25 PM, elexis said:

What does return do?

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Are you referring to the fact that the second return should never execute?

return this.resourceData; // returns, so function ends
return this.g_Players[g_ViewedPlayer].Civ; // this line is ignored

 

  On 14/09/2017 at 12:00 AM, elexis said:

Could you get away with renaming metal to Rupee and switching the icon?

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I think he wants to use metal for other civs though.

Edited by WhiteTreePaladin
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  On 14/09/2017 at 12:00 AM, elexis said:

Could you get away with renaming metal to Rupee and switching the icon?

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For my first demo I could, but I'm going to need unique resources that go beyond four by the time I get to my third faction. They are inorganic rock creatures that harvest various minerals and metals instead of food and wood.

Edited by The Undying Nephalim
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I'm having no luck at all with resources, I guess for the time being I'll go back to what I'm proficient with. I got the hero units and their abilities done:

iQ0N2r3.jpg

Some details on the heroes and their abilities:

  Reveal hidden contents

I should have a demo out sometime in the next week or so, so stay tuned.

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Indeed it's not implemented I wonder how hard it is to have it though. Maybe something like trigger able auras dealing damage around. 

Maybe adding those two things to aura would be nice. So for instance let's say you can trigger a unit boost aura for some time will triggering a special anim and changing the model with another variant here with firework

<animName>Cheer<animName>

<animTime>10<animTime>

<UnitVariant>fireworks</UnitVariant>

<auraDurationTime>200</auraDurationTime>

 

 

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Is there a tutorial for this game?  I know there are guides for each faction in pdf form, but I mean is there a guide or a tutorial explaining the basic mechanics of the game?  Last time I played (version 4.5) it just sort of threw me in without a hit of what to do or how to do it, and that's a real turn off for me.

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  On 16/09/2017 at 3:55 AM, Moon_Dew said:

Is there a tutorial for this game?  I know there are guides for each faction in pdf form, but I mean is there a guide or a tutorial explaining the basic mechanics of the game?  Last time I played (version 4.5) it just sort of threw me in without a hit of what to do or how to do it, and that's a real turn off for me.

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It should play very similarly to 0AD, especially the Kingdom of Hyrule. As factions are added they'll each get more and more unique in playstyle and resource management.

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  On 16/09/2017 at 3:55 AM, Moon_Dew said:

Is there a tutorial for this game?  I know there are guides for each faction in pdf form, but I mean is there a guide or a tutorial explaining the basic mechanics of the game?  Last time I played (version 4.5) it just sort of threw me in without a hit of what to do or how to do it, and that's a real turn off for me.

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The guides I have finished are for the Total War version of the game, not this version. I'll have guides for the first two factions when I release a demo on 0AD

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  On 16/09/2017 at 4:10 AM, The Undying Nephalim said:

The guides I have finished are for the Total War version of the game, not this version. I'll have guides for the first two factions when I release a demo on 0AD

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Oh, I just got it now.  I didn't read the whole OP before posting.  I've just been looking around for a tutorial guide in general for the Total War conversion, seeing as the only other Total War game I have any experience with is Warhammer.

Does this mean you're not going to work on the Total War mod anymore?

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Neph will release one final update for the TW version, completely overhauling the last 3 factions (Kingdom of Ikana, Forces of Twilight, and River Zora) and hopefully squashing out most major bugs. After that there might be some unofficial bug fixes from other people who helped him with the mod.

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  On 16/09/2017 at 4:56 AM, Gocker said:

Neph will release one final update for the TW version, completely overhauling the last 3 factions (Kingdom of Ikana, Forces of Twilight, and River Zora) and hopefully squashing out most major bugs. After that there might be some unofficial bug fixes from other people who helped him with the mod.

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That's awesome!

  On 16/09/2017 at 4:10 AM, The Undying Nephalim said:

The guides I have finished are for the Total War version of the game, not this version. I'll have guides for the first two factions when I release a demo on 0AD

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Hey, Neph, not to sound like a broken record or nothing, but will you include a tutorial mode for each faction in the next update?  Or at least a general tutorial?

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  On 16/09/2017 at 11:04 AM, The Undying Nephalim said:

I've got another question I forgot to ask earlier, is there a way to make it so that researching a technology changes a unit's visual actor, attached prop, or just outright changes their template file?

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It can only swap out the complete unit actor. It cannot swap prop actors.

Here is a list of tech effects. Not sure how current it is.

https://trac.wildfiregames.com/wiki/TechModifications

 

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You can use a technology requirement to promote a certain unit into another one, as is done with the Macedonian champion:

https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json
https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_a.xml
https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_e.xml

Then in the second template you can redefine the unit's visual actor, stats, etc. It's not a beautiful solution, but it works.

 

PS Nice selection markers! (a dozen or so posts up) You might want to edit the “footprint” in the templates to ensure the visual actor fits inside. :)

Edited by Nescio
footprints
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  On 15/09/2017 at 7:53 PM, The Undying Nephalim said:

iQ0N2r3.jpg

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The Triforce selections are awesome. But there's a problem.

 

To do that, you had to increase the unit footprint size, correct? The problem with this is that increases the size of their hitbox and now they are more vulnerable to ranged units, as any projectile that lands within the footprint counts as a "hit." I ran into this peculiarity in DE.

Edited by wowgetoffyourcellphone
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  On 16/09/2017 at 11:39 AM, Nescio said:

You can use a technology requirement to promote a certain unit into another one, as is done with the Macedonian champion:

https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json
https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_a.xml
https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_e.xml

Then in the second template you can redefine the unit's visual actor, stats, etc. It's not a beautiful solution, but it works.

 

PS Nice selection markers! (a dozen or so posts up) You might want to edit the “footprint” in the templates to ensure the visual actor fits inside. :)

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Is there a way to disable the unit ranking up normally before the technology is researched? If not this method won't work.

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Units typically require 100 experience to promote, which is doable. Those Macedonians require an unrealistic 2000; they'll usually be killed long before that. If you're concerned your unit might accidently promote, you could set the requirement even higher, e.g. 60000. And if you don't want to use experience promotion at all for all units, then you could edit some of the js game files and set experience gain per hit or kill to 0. Or change the loot/xp value of all templates you use to 0.

 

Alternatively, you could consider the “upgrade” function instead of “promotion”; you can set costs and a technology requirement, as is done with the sentry tower:

https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defense_sentry_tower.xml

The difference is that upgrade is individual and non-automatic. So you'll have to manually click to upgrade your units, even if it's free and instant.

 

PS Both suggestions are roundabout options which work, although I'm the first to admit that neither is beautiful.

Edited by Nescio
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Some more questions that help me add the final touches:

How can I set a limit to the number of buildings or units that can be out, such as Heroes? I messed with EntityLimitations and it seems to work for buildings, but not Heroes.

  On 16/09/2017 at 8:42 PM, Nescio said:

Units typically require 100 experience to promote, which is doable. Those Macedonians require an unrealistic 2000; they'll usually be killed long before that. If you're concerned your unit might accidently promote, you could set the requirement even higher, e.g. 60000. And if you don't want to use experience promotion at all for all units, then you could edit some of the js game files and set experience gain per hit or kill to 0. Or change the loot/xp value of all templates you use to 0.

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That method will work then. :)

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  On 17/09/2017 at 12:20 AM, The Undying Nephalim said:

How can I set a limit to the number of buildings or units that can be out, such as Heroes? I messed with EntityLimitations and it seems to work for buildings, but not Heroes.

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You can create your own entry in \simulation\templates\special\player.xml with a custom class name, and then just give that class to the affected unit or building.

 

So, like, if you wanted only 1 Link and 1 Zelda, you can create new entries in player.xml, named Link and Zelda respectively and set them to >1<.

Edited by wowgetoffyourcellphone
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  On 17/09/2017 at 12:52 AM, wowgetoffyourcellphone said:

You can create your own entry in \simulation\templates\special\player.xml with a custom class name, and then just give that class to the affected unit or building.

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Awesome that worked out.

Next question, can a melee attack be given splash damage? I tried it out but it's giving me xml parse errors.

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