Jump to content

Hyrule Conquest


Recommended Posts

  On 30/09/2018 at 9:36 AM, (-_-) said:

Why it's caused (speculation, haven't really tested with a fix): Mirora is first trained as a mounted hero.

Expand  

I might just disable that ability for the time being. I noticed many wonky things with spawning units on death, such as the AI refusing to attack those spawned units. I have many plans with units and abilities being spawned on death but I guess they'll have to be put on hold for the time being.

Link to comment
Share on other sites

"I am always here."

Ah, Battle Realms.  Probably not, but it's what jumped to mind, really. 

I vaguely wonder, however, how the missions themselves will play out.  I suppose we can worry about that when the time comes to actually make them and the campaign.  Which is probably years away.

Edited by Bloodly
  • Thanks 1
Link to comment
Share on other sites

  On 04/10/2018 at 11:42 AM, Bloodly said:

"I am always here."

Ah, Battle Realms.  Probably not, but it's what jumped to mind, really. 

I vaguely wonder, however, how the missions themselves will play out.  I suppose we can worry about that when the time comes to actually make them and the campaign.  Which is probably years away.

Expand  

Ah yes the glorious Battle Realms

Link to comment
Share on other sites

  On 07/10/2018 at 8:54 PM, The Undying Nephalim said:

I've got a bit of a question, is it possible for a unit to have different voices depending on the type of model that is spawned? I really want Ordona Province's worker to be randomized between male and female like the villagers in Age of Empires 2, but I'm sort of stuck with one voice.

Expand  

Delenda Est has the same problem, because each civ has male/female citizens and slaves in the same unit. I feel like audio stuff should go in the actors, but there's probably a good reason its in the templates. Just need a way to differentiate male/female voices for the randomized actors and I think that would need to go in the actors. Anyone else have any thoughts? Is there a ticket for this?

Edited by wowgetoffyourcellphone
  • Like 2
Link to comment
Share on other sites

A hacky solution using the current system;

Make a dummy unit for the citizen. Tweak ProductionQueue.js to spawn a random unit from the given two units if the queue contains the dummy unit.

Something like this:

worker_dummy.xml (what goes into the queue)

worker_male.xml

worker_female.xml

Then something like this in prodqueue.js

if (template == “worker_dummy”) template = pickRandom([“worker_male”, “worker_female”]);

However, as mentioned before this is a very hacky approach.

Edited by Guest
Link to comment
Share on other sites

  On 08/10/2018 at 12:06 AM, (-_-) said:

A hacky solution using the current system;

Expand  

I might wait until there's a less hacky solution than. One the other hand, something I don't want to wait for:

  On 28/05/2018 at 2:28 AM, vladislavbelov said:

I'll be a little boring: it's actually possible, but with hacks :)

Example (radioactive barrels), no engine modifies here, only shaders and material changes:

barrels.png

But it's hacky, so I do not recommend to use it and recommend to wait until we add a clear way for the glow effect :)

Expand  

Anyone know how to pull this off? I have a few glowing units coming up for Ordona Province and they will look terribly bad without actual glow effects, I pretty much need them to sell the visuals of some of these units:

Image result for spirit of ordona

 

Link to comment
Share on other sites

  On 13/10/2018 at 9:23 AM, stanislas69 said:

You'd have to ask directly. He didn't want to show the code because he wants to do it the proper way whenever that may be.

Expand  

I sent a PM several days ago but no response. I don't know if I feel comfortable releasing Ordona Province with no glow effects, might have to delay a release at this rate.

Link to comment
Share on other sites

Crude one line fix for that previously reported OOS. If I read the templates carefully, it won't mess anything up. But I do recommend testing it more than I did. But as you can see, it's not really a flexible solution. But atleast, you get the idea of how to fix it.

  Reveal hidden contents

 

Link to comment
Share on other sites

  On 18/10/2018 at 6:27 PM, (-_-) said:

Crude one line fix for that previously reported OOS. If I read the templates carefully, it won't mess anything up. But I do recommend testing it more than I did. But as you can see, it's not really a flexible solution. But atleast, you get the idea of how to fix it.

Expand  

Awesome I'll have Exodarion check that out.

In other news all of Ordona Province's buildings and units are done, just waiting to hear back on that glow shader before I record some footage of them. B)

  • Thanks 1
Link to comment
Share on other sites

  • Stan` pinned this topic

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...