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Hey everyone, Several years ago I was considering creating a sci-fi RTS here in 0AD. Due to my other project taking up too much time, I sort of set it off to the side. After getting fed up with th

Sorry I took so long, the Moblin units had an insane amount of animations that needed to be done, but they are all done now!      

Well exo convinced me to work on a campaign mission.  

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Oh well thank god, I was really worried there that Neph was going to restart the whole project again. I love the project, but I don't think I'd have it in me to stick around if he was starting from scratch again. 

As for Lore/Cinematics being rebooted/retconed... I guess I'm alright with that, so long as it doesn't change too much of the mod itself

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@Trinketos Not that I know of, you can download the mod from moddb ,https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-08 , it is a zip file, unzip that file and it will give you two exe files (part 1 and part 2), run both exe files with playonmac (or playonlinux if you're using linux), alternatively you can use wineskin or wine. Be sure to install both parts to the same folder.

Next download this  https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-081-patch , run the exe and install it to the same Hyrule Conquest folder (that you installed above. Then move the Hyrule Conquest folder to your 0ad mods folder and enable it in game in the mode menu. 

Don't forget to get the low poly patch from HC's moddb too https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-08  , it is also an exe, so install it and move it to your 0ad mod folder then enable it alongside Hyrule Conquest (it is a seperate mod, so don't install it over your Hyrule Conquest folder). 

 

Edited by Rolf Dew
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10 hours ago, Rolf Dew said:

@Trinketos Not that I know of, you can download the mod from moddb ,https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-08 , it is a zip file, unzip that file and it will give you two exe files (part 1 and part 2), run both exe files with playonmac (or playonlinux if you're using linux), alternatively you can use wineskin or wine. Be sure to install both parts to the same folder.

Next download this  https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-081-patch , run the exe and install it to the same Hyrule Conquest folder (that you installed above. Then move the Hyrule Conquest folder to your 0ad mods folder and enable it in game in the mode menu. 

Don't forget to get the low poly patch from HC's moddb too https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-08  , it is also an exe, so install it and move it to your 0ad mod folder then enable it alongside Hyrule Conquest (it is a seperate mod, so don't install it over your Hyrule Conquest folder). 

 

 

I always do this process on q4wine on ubuntu without problems.

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https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-09

 

New version of Hyrule Conquest that adds many more Heroes and other new features.


Installation:
- Place Hyrule.zip into C:\Users\Username\Documents\my games\0ad\mods
- Start up 0AD and go to Settings > Mod Selection
- Select Hyrule Conquest, Enable, Save Configuration, then Start Mods
- If using Windows 10, 0AD may generate several warnings upon starting up, just click Continue through each of them to get to the main menu.

New Features:
- Two new heroes for each faction, each bringing with them new bonuses and techs.
- A completely reworked Hero system: You can now pick three out of six heroes at the start of each match.
- Brand new UI for each faction.
- Civil Center Nodes: In order to build new Civil Centers you must capture nodes on the map and transform them. Darknuts can also capture Ruins and convert them into Civil Centers.
- Deku Scrubs now use a new "grid system" to construct their bases by expanding districts off of their civil center.
- Population is now based on number of Battalions rather than individual units.
- Your Resource Gather Rate is now shown at the top of the screen next to your collected resources.

Fixes:
- Gohma Eggs now work properly with the new Battalion System and automatically hatch without player input.
- Damage of Labrynna's Gunpowder units has been reduced.
- AI fixes.
- Numerous other small bug fixes.

(I'm just sharing the instructions from moddb btw)

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https://www.moddb.com/mods/hyrule-conquest/downloads/low-poly-patch-for-08

 

Low Poly Patch for the 0.8 and 0.9 version of Hyrule Conquest. This makes the unit models of Labrynna and the Fairies of Tarm lower poly for better performance.


For those with less powerful machines this patch will reduce the poly counts of models by half to aid in better performance until the Pyrogenesis engine supports LODs.

This is treated as a separate mod, do not install it over Hyrule Conquest. Simply activate it as an additional mod in the Tools & Options > Mod Selection menu.

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5 minutes ago, Ch_32 said:

I have a problem with the screen. I cant see some buildings on the build bar of the villagers and many other things for example I cant see the amount of units I have and if I choose a faction, I cant see the cancel and choose faction button.

 

try to find in your system either hyruleconquest or 0ad gui.cfg and set it to 0.8 or other values that should solve it, you should  find it by looking here https://trac.wildfiregames.com/wiki/GameDataPaths

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@Ch_32

Find your user.cfg file and add this line to it, "gui.scale = 0.8"

Windows: C:\Users\JohnDoe\AppData\Roaming\0ad\

Mac: 

For non-cache data created during the game:

  • ~/Library/Application\ Support/0ad/

For cached data:

  • ~/Library/Caches/0ad/

Note: "~" is a shorthand for the current user directory.

 

Linux: 

For most data created during the game (replays, screenshots, savegames):

  • ~/.local/share/0ad/
  • Up to A19, replays would be found in ~/.config/0ad/logs/sim_log

For user config and logs:

  • ~/.config/0ad/

For cached data:

  • ~/.cache/0ad/

Note: "~" is a shorthand for the current user directory.

Edited by Rolf Dew
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Haven't played in a while saw that 0.9 was released as well as the 0.9.2 patch. Downloaded 0.9, removed the files in the mods section for 0 A.D. and launched the game. The game didn't show any mods that I could select and instead had the default 0 A.D. screen. Applied the patch and immediately got a pink background screen. Still has the side menu, but the background screen is now one solid color. What did I do wrong and what can I do to fix it?

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Hello H:C team. I've installed .9.0 and .9.2 for my girlfriend and she loves the mod. Unfortunately there are serious AI error warnings that tank the framerate. My girlfriend was playing as Zora Dominion and Kokiri, against civs that are supposedly supported by the AI (Gerudo, Hyrule, and Gohma), but received endless AI and UI errors after about 20 mins of gameplay.

Examples:

Spoiler

ERROR: JavaScript error: simulation/ai/petra/attackManager.js line 6 TypeError: m is undefined PETRA<@simulation/ai/petra/attackManager.js:6:1 @simulation/ai/petra/attackManager.js:1:13 InitGame@simulation/helpers/InitGame.js:57:1

ERROR: Failed to load script simulation/ai/petra/attackManager.js

^There may be references to Petra AI in the Conquest AI. 

 

Spoiler

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 1779 TypeError: list is undefined m.HQ.prototype.UpdateList@simulation/ai/ConquestAI/headquarters.js:1779:25 m.HQ.prototype.StartAttack@simulation/ai/ConquestAI/headquarters.js:3573:9 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5816:25 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

^Got then thousand of these errors.

 

Spoiler

WARNING: JavaScript warning: simulation/ai/ConquestAI/headquarters.js line 287 reference to undefined property this.allEnemySoldiers[owner]

ERROR: JavaScript error: simulation/ai/ConquestAI/headquarters.js line 287 TypeError: this.allEnemySoldiers[owner] is undefined m.HQ.prototype.InitEnemyUnit@simulation/ai/ConquestAI/headquarters.js:287:9 m.HQ.prototype.checkEvents@simulation/ai/ConquestAI/headquarters.js:2397:21 m.HQ.prototype.update@simulation/ai/ConquestAI/headquarters.js:5678:9 m.ConquestAIBot.prototype.OnUpdate@simulation/ai/ConquestAI/_init.js:109:3 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2

^And then then thousand of these.

 

Spoiler

WARNING: JavaScript warning: gui/common/tooltips.js line 301 reference to undefined property template.DodgeRating

^A GUI/Tooltip error. Got that a dozen times.

 

Spoiler

WARNING: The "units/kokiri/merc_mago_b" template has a defined civ of "mercenary". This does not match the currently selected civ "kokiri".

WARNING: The "units/kokiri/kokiri_mudjabber_b" template has a defined civ of "hylian". This does not match the currently selected civ "kokiri".

WARNING: The "units/hylian/hylian_hero_lana" template has a defined civ of "zora". This does not match the currently selected civ "hylian".

^Template bugs. 

 

I would literally pay money for you to fix these, as this mod is what's getting my girlfriend into 0 A.D.

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1 minute ago, wowgetoffyourcellphone said:

I would literally pay money for you to fix these, as this mod is what's getting my girlfriend into 0 A.D.

Fun fact, I'm porting it to A24 :) With their accord. I'll see if we can takle some of those, when the in game gui works again :)

As for the money part Nephy has a patreon :)

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Hello there,

The attackmanager shouldnt even be loaded and that specific error is something I havent seen during the many times I have tested the master version of HC. Still, it could be possible that something went wrong with the deletion of said petra files in the released version on moddb somewhere.

It might be that .deleted file somehow, since the HC AI has been standalone for a while now.
It could also be an installation problem for all I know though.

Anyway, I would only consider the Hylians and the Gerudo being fully supported by the AI. Any other faction that has some AI, has not been edited by me personally. That was back during 0.8 I believe when Neph tried to make something work through the AI config data for those other factions.

On a side note, I am currently working on the Zora AI, which is showing some good progress already. When I get to them again, it might not take me more than a few days to flag them as 'supported' as well.

With regards to those list errors, once again, not exactly sure why the soldiers lists are empty or undefined somehow. I havent seen errors like that for a very long time.

Despite all of that, it is good to see that she enjoys HC as it currently stands. It is still a work in progress and the game is still far from balanced, but I believe we will get there eventually.

The team is eager to continue development, and also, Stan is helping us with the A24 port, so we are receiving plenty of support and updates for our modding project.

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On 09/02/2021 at 11:49 AM, Exodarion said:

Hello there,

The attackmanager shouldnt even be loaded and that specific error is something I havent seen during the many times I have tested the master version of HC. Still, it could be possible that something went wrong with the deletion of said petra files in the released version on moddb somewhere.

It might be that .deleted file somehow, since the HC AI has been standalone for a while now.
It could also be an installation problem for all I know though.

Anyway, I would only consider the Hylians and the Gerudo being fully supported by the AI. Any other faction that has some AI, has not been edited by me personally. That was back during 0.8 I believe when Neph tried to make something work through the AI config data for those other factions.

On a side note, I am currently working on the Zora AI, which is showing some good progress already. When I get to them again, it might not take me more than a few days to flag them as 'supported' as well.

With regards to those list errors, once again, not exactly sure why the soldiers lists are empty or undefined somehow. I havent seen errors like that for a very long time.

Here's what I think happened: I kept pasting new releases over the old releases and ended up with a lot of extra old material. After deleting and reinstalling everything, many of the errors and warnings went away, though some other things remain, such as UI errors and such, which I believe are legit. 

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