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Well I figured I'd show Ordona Province's Units and Heroes, I've not gotten the glow shader yet so I just fooled around with really high bloom effects for the sake of screenshots until I get it. Here's all the details of their units roster, as well as some screenshots:

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ordona_units1.jpg

ordona_heroes1.jpg

 

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@The Undying Nephalim this faction looks amazing! The goat riders have returned! I can see that a lot of hard work and creativity have gone into each faction in this mod. The titan looks great even without the added effects, I can't wait to see it with the glow effect, I am pretty sure this will be one of my favorite factions, I am looking forward to your video about them and to next faction. IMO you are a very fast worker and still produce very high quality products.

Edited by Rolf Dew
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  On 30/10/2018 at 8:27 PM, The Undying Nephalim said:

Well I've got a question with flying units. I've given a unit this:

  <Position>
    <Altitude>25.0</Altitude>
  </Position>

But now my unit cannot attack anything, even with a ranged attack. Is there a way to enable flying units to attack, even in melee?

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I am not sure, but definitely check out the fighter plane cheat unit's template for possible clues. 

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  On 30/10/2018 at 11:55 PM, wowgetoffyourcellphone said:

I am not sure, but definitely check out the fighter plane cheat unit's template for possible clues. 

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From what I can tell the fighter plane doesn't use  <Altitude>, it uses something else that allows it to land and take off and forces it to constantly move around in circle patterns. This won't work for the unit I'm doing which needs to be able to stay still up in the air and perform melee attacks.

Edited by The Undying Nephalim
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  On 31/10/2018 at 3:25 AM, (-_-) said:

Try increasing the attack ranges. With altitude, the actual range would be calculated with height as well. So, it should be atleast longer than 25.

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That does seem to enable them to attack, though there's still a problem in that they still attack from quite a distance horizontally. They attack from 25 away horizontally as well as vertically, not just vertically. I need them to fly right above a target and dive bomb into them as if it were a melee.

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Seems like this would need a working hovering system regardless of how it's done. There is no way to move units in the vertical with the current UnitMotion.

Hovering is not really supported by the current UnitMotion system. Due to the lack of need, it only supports horizontal movement (running/walking). Flying was kind of an edge case. It's only a cheat unit and absent in pretty much all serious games. The plane uses a custom UnitMotion which is implemented in JS. Which is why the plane lags the game so much. So, there are two options to implement what you are asking. At least not counting all the hacky ways.

1. Extend the normal unitmotion. Which is C++ and can't be modded without distributing a custom build of the engine. So, that's really not an option.

2. Implement a simple new unitmotion in JS just like how it's done for the plane. It won't be as bad as the plane as just simple up/down would not be really that intensive. The math would surely be simpler.You can take ~75% of what's needed from the plane code. (simulation/components/UnitMotionFlying.js).

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@The Undying Nephalim , I don't know if this might work, but maybe you can make an invisible unit hold the flying melee unit as if it is a weapon. The invisible unit could be standing on the ground , while the flying unit could appear to be hovering by actually being held like a sword by the invisble unit, that way when it attacks then it could dive when the sword attack animation plays, I don't know if that could be a feasible hack?

Edited by Rolf Dew
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  On 31/10/2018 at 6:10 AM, Rolf Dew said:

@The Undying Nephalim , I don't know if this might work, but maybe you can make an invisible unit hold the flying melee unit as if it is a weapon. The invisible unit could be standing on the ground , while the flying unit could appear to be hovering by actually being held like a sword by the invisble unit, that way when it attacks then it could dive when the sword attack animation plays, I don't know if that could be a feasible hack?

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This method should work, just a bit of extra clutter with a skeleton and dae file that has a prop point up in the air. B)

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Implementing hovering was not too hard apparently (pretty minimised, just allowing to move along the vertical axis) and it should be technically possible to do this without any major hacks now. But attacking needs changes to use it I guess. I could try it perhaps tonight or tomorrow. 

Maybe this could very well be overkill. Rolf Dew suggested a much simpler idea.

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Just, just is a crazy idea I had.

Is related to the Alliance feature. I think that maybe the system can be improved with a kind of alliance increase, something I prefer to call a 'pact'.

A pact would be an alliance with a faction taken to another level, but with specific conditions. For example, we know very well the alliance between Hyrule and Seikah, and that their alliance would grant the relevant bonuses, but if such an alliance was raised to a pact, this alliance would generate a special bonus for both, such as training a hybrid unit like a Hyrule soldier with Seikah skills. Obviously, the pacts would have specific names like 'Royal Pact'. Obviously these pacts will only be possible between factions that have something in common, such as Goron, Zora, and Kokiri forming 'Pact of Nature', a pact between Zora and Lanayru forming 'Sea Pact', Hyrule and Lanayru forming 'Neighbour Pact', or a pact between Darknut and Gerudo forming 'Desert Pact'.

Obviously, these pacts would have restrictions. For example the Zora who make the 'Pact of Nature' with Goron and/or Kokiri, can't make a pact with Lanayru, just as Lanayru can't make a pact with Hylure if he already has it with the Zora, but they can expand the pact with other players if they play with factions that enter into that pact, such as 2 Zora and 4 Lanayru.

As with alliances, the pacts can be broken, but in doing so the bonuses acquired in that pact can be lost.

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Yay Lanayru Province is done, at long last. They took way too long to finish:

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lanayruunits1.jpglanayruheroes1.jpggreatmigration1.jpg

 

  On 05/12/2018 at 2:51 PM, d0m0a said:

ts can be broken, but in doing so the bonuses acquired in that pact can be lost.

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I can see this idea working on something like a large scale campaign map, I'm not sure how it would go over in smaller scale multiplayer battles seeing that it's very situational. Maybe it's worth a try though. B)

 

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Hi, I recently came into a bug... or Glitch... Idk what to call it really, but I cannot play the game it seems, where when I start the game, no units or fauna load, making it almost barren except resourcespls.thumb.PNG.f4404dd930fbe035fbab149f49d4fbc8.PNG              Another thing (which I think might be causing the issue) is that this is the only mod I have installed and the game is forcing me to have "0ad" enabledme.thumb.PNG.08e188741ac8729b197ed4a9a5d3e07a.PNG

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  On 08/12/2018 at 11:21 PM, Austin_NEO said:

Hi, I recently came into a bug... or Glitch... Idk what to call it really, but I cannot play the game it seems, where when I start the game, no units or fauna load, making it almost barren except resourcespls.thumb.PNG.f4404dd930fbe035fbab149f49d4fbc8.PNG              Another thing (which I think might be causing the issue) is that this is the only mod I have installed and the game is forcing me to have "0ad" enabledme.thumb.PNG.08e188741ac8729b197ed4a9a5d3e07a.PNG

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Hyrule doesn't replaces 0 A.D is thinking in that way,  you need it  The game to run any mod.the mod only change thematic or adding extra content, you always need forest or natural (gaia) art stuff.

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  On 08/12/2018 at 11:47 PM, Lion.Kanzen said:

Hyrule doesn't replaces 0 A.D is thinking in that way,  you need it  The game to run any mod.the mod only change thematic or adding extra content, you always need forest or natural (gaia) art stuff.

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I see that, but I think whats going on is that when I play its trying to use both the vanilla game and mod at the same time (which probably explains why rupees do not appear in the resources bar)

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