The Undying Nephalim Posted September 24, 2017 Author Report Share Posted September 24, 2017 1 hour ago, fcxSanya said: I've made an example here: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod See this commit for the relevant changes only (since I modified unit / civ templates and session.js): https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/2c83b69cf6c55b1535edae3b4ed29909efbb802c Thank you so much, this should do just fine for the demo. Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted September 24, 2017 Report Share Posted September 24, 2017 Would be nice to add that feature in for the regicide mode. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 25, 2017 Report Share Posted September 25, 2017 (edited) 46 minutes ago, WhiteTreePaladin said: Would be nice to add that feature in for the regicide mode. Pick a hero? Edited September 25, 2017 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted September 25, 2017 Report Share Posted September 25, 2017 1 hour ago, wowgetoffyourcellphone said: Pick a hero? Right 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 25, 2017 Report Share Posted September 25, 2017 1 minute ago, WhiteTreePaladin said: Right It would be great to do something like this not just for herocide, but yeah, for herocide it would be great to have, no doubt. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 25, 2017 Author Report Share Posted September 25, 2017 It's ready: Download it here: http://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-first-demo 5 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 25, 2017 Report Share Posted September 25, 2017 Patiently awaiting authorization. Quote Link to comment Share on other sites More sharing options...
MCreeper Posted September 25, 2017 Report Share Posted September 25, 2017 (edited) nevermind Edited September 25, 2017 by MCreeper Quote Link to comment Share on other sites More sharing options...
leper Posted September 25, 2017 Report Share Posted September 25, 2017 Any chance to get the pure mod zip file (you did build one, didn't you)? Since it seems so far nobody bothered to publish any extractor source for clickteam installers (and the few things I can find indicate that they change the format a lot between versions), and I guess asking for a usable file is easier than reversing some win32 code. 3 Quote Link to comment Share on other sites More sharing options...
av93 Posted September 25, 2017 Report Share Posted September 25, 2017 11 hours ago, av93 said: It would be useful for choosing alliances in the Carthage mercenary system (so if there are 3 possible allies, and only 2 choices, it should be a system for discarding allies that have been chosen) And this system could work also like a Warcraft 3 levelling up system (giving the same numbers of choices and options) Quote Link to comment Share on other sites More sharing options...
Johnwaluigi Posted September 25, 2017 Report Share Posted September 25, 2017 Is there a chance that this Mod would ever be ported to the OSX version of the game? (Or even better, does anyone have a way in which I could easily install the mod into the OSX version of the game - aside from running the Windows version in WINE as well as the mod. XD) Looks fantastic, however, and I'm glad to see that you're having an easier time on this than you had before. Thanks for everything you've done for the Zelda community! Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 25, 2017 Report Share Posted September 25, 2017 If the mod is packaged correctly it should work on every platform Quote Link to comment Share on other sites More sharing options...
Johnwaluigi Posted September 25, 2017 Report Share Posted September 25, 2017 Oh, should it? Thank you! Where in the OSX package should the mod be saved in order for it to appear in the in-game menu, in that case? Quote Link to comment Share on other sites More sharing options...
fabio Posted September 25, 2017 Report Share Posted September 25, 2017 I briefly played it in my launch break... The game looks nice, there is a lot of original and nice content that should be especially welcomed by who already know the Zelda theme (I don't). I like some of the building animations, projectile effects, and the ability to see garrisoned soldiers inside most structures. I also like the rupee mine and the animals you found around. Also the music and sound effects are pleasing. The hero you can build from the start is maybe too over powered, it is quite easy to win sending him against the enemy (can easily kill all their females and also many soldiers). You may want to fix the errors that appear, not only because they are a bit annoying, but also to have a clean development environment and avoiding eventually propagating them. You may also want to replace metal mouse icon with the rupee one. I just played it a few minutes, but it is really promising, good work! EDIT: your youtube videos have bad quality, you should possibly consider grabbing them with a higher bitrate, so to be able to show all the nice details in the game. 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted September 25, 2017 Report Share Posted September 25, 2017 4 hours ago, Johnwaluigi said: Oh, should it? Thank you! Where in the OSX package should the mod be saved in order for it to appear in the in-game menu, in that case? The following should work for any mod: On 16/08/2017 at 5:21 PM, Nescio said: Download the mod, extract the zip, and place it in your /0ad/mods/ folder: GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/ Macintosh/Apple OS X typically: ~/Library/Application\Support/0ad/mods/ Microsoft Windows typically: ~\Documents\My Games\0ad\mods\ Launch 0 A.D., click “Tools & Options” and “Mod Selection” Select the mod, click “Enable” and “Save Configuration” Add, remove, or move up or down any other mods, click “Save Configuration” and “Start Mods” Click “Learn To Play” and “Structure Tree” to see the mod(s) implemented. 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 25, 2017 Author Report Share Posted September 25, 2017 6 hours ago, leper said: Any chance to get the pure mod zip file Here's a zipped version: https://www.dropbox.com/s/xao2mq5mx4ih1l4/HyruleConquest.zip?dl=0 2 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 25, 2017 Author Report Share Posted September 25, 2017 On 9/24/2017 at 1:15 PM, fcxSanya said: I've made an example here: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod See this commit for the relevant changes only (since I modified unit / civ templates and session.js): https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/2c83b69cf6c55b1535edae3b4ed29909efbb802c After trying to play some multiplayer games it seems like the hero select only works for one player, the first to choose a hero. Might be worth investigating. Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted September 25, 2017 Report Share Posted September 25, 2017 6 minutes ago, The Undying Nephalim said: After trying to play some multiplayer games it seems like the hero select only works for one player, the first to choose a hero. Might be worth investigating. I was working on a trigger only version of that and I had a similar issue. The dialog appeared to all players (over multiplayer) but it was the same dialog. The code for the loop over all players does run for each player so everyone does get a dialog, but all players get the heroes list for whatever civ the last player is using. I don't know how to specify something to only run for the current player. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 26, 2017 Author Report Share Posted September 26, 2017 14 hours ago, fabio said: You may want to fix the errors that appear, not only because they are a bit annoying, but also to have a clean development environment and avoiding eventually propagating them. You may also want to replace metal mouse icon with the rupee one. Aye, if you have any logs send them my way so I can stamp out some of those warnings and errors. Quote Link to comment Share on other sites More sharing options...
fabio Posted September 26, 2017 Report Share Posted September 26, 2017 6 hours ago, The Undying Nephalim said: Aye, if you have any logs send them my way so I can stamp out some of those warnings and errors. Attached there is interestinglogs from a match. interestinglog.html Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 26, 2017 Author Report Share Posted September 26, 2017 19 minutes ago, fabio said: Attached there is interestinglogs from a match. interestinglog.html Hmm not sure how to fix the animal error there. I noticed it once, it seems to happen when the Gerudo pigs that are being harvested by workers get a promotion from researching the tech that allows them to get promoted. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 26, 2017 Report Share Posted September 26, 2017 12 minutes ago, The Undying Nephalim said: Hmm not sure how to fix the animal error there. I noticed it once, it seems to happen when the Gerudo pigs that are being harvested by workers get a promotion from researching the tech that allows them to get promoted. Perhaps there is a different way to go about the tech. What does the tech do and can you post the tech's JSON contents here? I can perhaps suggest a different effect or way to mostly or wholly achieve the same thing you want to achieve. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 26, 2017 Author Report Share Posted September 26, 2017 1 minute ago, wowgetoffyourcellphone said: Perhaps there is a different way to go about the tech. What does the tech do and can you post the tech's JSON contents here? I can perhaps suggest a different effect or way to mostly or wholly achieve the same thing you want to achieve. { "genericName": "Limestone Suppliments", "description": "Mineral suppliments for Pigs yield better results.", "cost": {"food": 400, "wood": 0, "stone": 0, "metal": 0}, "requirements": {"all": [{"tech": "phase_town"}, {"civ": "gerudo"}]}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "gerudo/limestone_supps.dds", "researchTime": 40, "tooltip": "Gerudo Swine yield more food.", "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], "affects": ["GerudoPig"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Basically the tech just promotes the pigs to a new template that has more food. I tried to just make it so the tech increases their food amount, but it doesnt work. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 26, 2017 Report Share Posted September 26, 2017 How do the pig files look? The XMLs Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 26, 2017 Author Report Share Posted September 26, 2017 27 minutes ago, wowgetoffyourcellphone said: How do the pig files look? The XMLs Spoiler <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_fauna_herd_domestic"> <Cost> <BuildTime>25</BuildTime> <Resources> <food>25</food> </Resources> </Cost> <ResourceSupply> <KillBeforeGather>true</KillBeforeGather> <Amount>125</Amount> <Type>food.meat</Type> <MaxGatherers>8</MaxGatherers> </ResourceSupply> <Footprint> <Square width="1.4" depth="2.8"/> <Height>1.5</Height> </Footprint> <Identity> <Classes datatype="tokens">GerudoPig</Classes> <Civ>gaia</Civ> <SpecificName>Gerudo Swine</SpecificName> <Icon>gaia/fauna_pig.png</Icon> </Identity> <Position> <Anchor>pitch</Anchor> </Position> <Sound> <SoundGroups> <select>actor/fauna/animal/pig.xml</select> <order_walk>actor/fauna/animal/pig.xml</order_walk> <death>actor/fauna/animal/pig.xml</death> <trained>actor/fauna/animal/pig.xml</trained> </SoundGroups> </Sound> <StatusBars> <HeightOffset>5.0</HeightOffset> </StatusBars> <UnitMotion> <WalkSpeed>3.0</WalkSpeed> </UnitMotion> <VisualActor> <Actor>fauna/pig1.xml</Actor> </VisualActor> <Promotion> <Entity>gaia/gerudo_swine_2</Entity> <RequiredXp>9999</RequiredXp> </Promotion> </Entity> and the second one: Spoiler <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_fauna_herd_domestic"> <Cost> <BuildTime>25</BuildTime> <Resources> <food>25</food> </Resources> </Cost> <ResourceSupply> <KillBeforeGather>true</KillBeforeGather> <Amount>150</Amount> <Type>food.meat</Type> <MaxGatherers>8</MaxGatherers> </ResourceSupply> <Footprint> <Square width="1.4" depth="2.8"/> <Height>1.5</Height> </Footprint> <Identity> <Classes datatype="tokens">GerudoPigB</Classes> <Civ>gaia</Civ> <SpecificName>Gerudo Swine</SpecificName> <Icon>gaia/fauna_pig.png</Icon> </Identity> <Position> <Anchor>pitch</Anchor> </Position> <Sound> <SoundGroups> <select>actor/fauna/animal/pig.xml</select> <order_walk>actor/fauna/animal/pig.xml</order_walk> <death>actor/fauna/animal/pig.xml</death> <trained>actor/fauna/animal/pig.xml</trained> </SoundGroups> </Sound> <StatusBars> <HeightOffset>5.0</HeightOffset> </StatusBars> <UnitMotion> <WalkSpeed>3.0</WalkSpeed> </UnitMotion> <VisualActor> <Actor>fauna/pig1.xml</Actor> </VisualActor> <Promotion> <Entity>gaia/gerudo_swine_3</Entity> <RequiredXp>9999</RequiredXp> </Promotion> </Entity> Quote Link to comment Share on other sites More sharing options...
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