Animations are really easy to get into 0AD. In fact it's better, since I can use Maya to create my animations instead of MS3D. No more stiff and janky in game movements. The capes are all independently animated on the soldiers here, as well as things like the Flail.
That means you can go crazy with units right?
That's fantastic to hear! Can't wait to see how this all turns out :o
Yeah, sounds like Neph could really bring the monsters and more exotic weapons some justice. However, I just hope animations and unit numbers don't overshadow balance in the long run.
wait i minut your working on 0.ad your done even done with medieval total war 2 yet and you already moved on where is version 5.0 god dammit!
I'll probably attempt to make one last version for total war, though I'm kind of dreading it. After seeing how insanely fast I can get content into 0AD's engine (a maximum of 5 minutes to import a new model with animations) versus medieval 2 (up to 8 hours to skin and import one new model with animations), it kind of makes the transition a no brainer for how much time will be saved.
but you promised redo hd for last 4 factions and making the game crash free ;(
The last four factions could theoretically be doable but would take ages and more patience than neph may have left remaining. As for "making the game crash free" that's pretty much against the laws of universe in regard to the med2 engine XD The most we could ever hope to do is quash the major ones, but even that's probably asking too much from the stupid engine.
Balres Resdak, Balres Nofok.
Jeez MedII is archaic, sounds like a worthy transition.
Can you give the name for the units? Also are you going to use the squad system where units are built and controlled in groups. It it would be better and more keep with the old game then the mono-unit micromanagement.
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"Honor, Wisdom, and The Freedom of the Common Man"-- The Code of The Republic
Hyrule Total War first caught my eye quite some time ago, and I finally decided to take some time from my own projects to give it a try. I'm glad I did.
So let me start by saying your work is very impressive, infinitely more so considering the constraints of the hardcoding.
Overhauling TATW I've run into virtually all of the same modding limitations and frustrations you've expressed (and then some!)... for some time now I've been dreaming of a suitable alternative free of hardcoded limitations... even considered sacrificing half my remaining lifespan to make it from scratch (a desperate measure not yet ruled out).
I tried out this 0 A.D. I like what they're doing and I like why they've done it and I like how they've gone about it... even if as is, the engine doesn't seem to be the perfect alternative for a game with as much (or greater) potential for strategic depth and epic scale (both tactical and geographic) as total war affords.
It's certainly a modders ideal age of empires, and I'm already convinced your Hyrule mod for it will be a masterpiece in its own right (especially visually), and regardless of whether or not I enjoy (as much) age of empires style strategy games, I intend to try out what you create, in part out of love for the Zelda universe, but principally on the merits of the work you've done already.
That said, I have not checked under the hood of 0 A.D. Not yet.
You mentioned it may be possible to eventually implement a strategic layer. That in itself will be an epic undertaking. I'd love to hear your thoughts on both process and final form.
Also... not to nitpick, but I noticed that in its present incarnation, the zoom level is a little disappointing (both maximum and minimum). I like to be able to get an eagle-eyed overview of things. And perhaps more distressing, it doesn't really enable the user to get up close and personal with the details of your models in quite the same way M2 does. And that's a shame. Your work deserves to be admired.
Of course... no doubt this is all far more easily rectified than the present strategic limitations.
P.S.
I understand you've gotten some flak for your darker take on Hyrule. One of my first memories as a child was the first time I saw the original Zelda for NES. In my opinion your work isn't a deviation from what Zelda is. Rather it harkens back to her utter roots in days of yore... it's a continuation of those times when it was something special. Not just something good, but something great.
Last edited by euskingc; August 07, 2017 at 03:58 PM. Reason: OCD
There are three factions left: Ikana, Twili, and River Zora. I'll attempt to get their HD models in and release a last version for Total War. When the rest of the Fallen Sage missions are done I'll release them as a pack for Total War. After that I'll attempt to fix up whatever bugs the crashlogs decided to actually point me to. Then I'm moving over to 0AD. The sheer massive amount of time I will save on skinning and importing alone will shave off years of work. All of the expansion packs can be neatly connected and combined now since there is no hardcoded faction limit. Features I have desperately wanted for ages like healing, Gohma spawning larva on death, Moblins throwing smaller Blins at enemies, Heroes with actual abilities and leveling up, naval combat, Stalfos raising the dead from corpses, mobile walking buildings for the River Zora... it's all 100% possible in 0AD and none of those work properly in M2.
I imagine it's a simple fix, probably some numerical value that needs to be lowered and increased in one of the files. You can zoom in pretty close and far in the map editor so I imagine it's an easy tweak in the game itself.
So it's settled then, you are going, after this last version?
Wish I could help with the mystery crashes... but so far the one's I've encountered in your mod, I've never seen before.
With M2 it seems like every other week I'm discovering a new cause for mystery crashes that just shouldn't happen. No trace in the logs. Softcode seems perfectly reasonable. But try to use GeneralPrisonersRansomedCaptor in an ancillary trigger. Well you can't have that.
Or try to have more than 64 recruit_pools active in one settlement at a time. Can't do that either. Or 32 for one building. Heaven forbid.
Or more than 10 Affects lines per trigger in the EDCT.
Or give one particular slave general traits that otherwise work perfectly fine throughout the whole mod...
At the risk of sounding ungrateful... If I had to describe the Medieval 2 engine in one word it would be this:
Temperamental.
It's enough to drive one mad.
So if anyone feels abandoned, do forgive him =)
So it's going to become a pure RTS based game without a campaign map?