Will factions have different names and icons for their buildings in campaign when it is finished?I know it is unfinished but having same icons for every faction does not look good.Like gohma should not come from barracks but something like hive.
Will factions have different names and icons for their buildings in campaign when it is finished?I know it is unfinished but having same icons for every faction does not look good.Like gohma should not come from barracks but something like hive.
They are a planned feature I believe
Different factions will have different buildings, But the types are limited to which of the Cultures they are listed as, and unfortunately there's a hard-coded limit on the number of cultures. I don't know which factions are tied to which cultures though.
Yeah, I too forgot how the factions were associated in the available slots. I only remember the Darknuts has a slot all to themselves because it was the only way to give them (and only to them) a special ram.
Anybody recalls how the others were assigned?
(I'd PM Neph, but I don't want to bother him over something so trivial)
Last edited by Duke Serkol; August 08, 2012 at 08:55 PM.
I cannot let down such high expectations:
Edit:
Mh, I remember now why I ended up confused about this. A few posts later this came up:
So maybe cultures are completely irrelevant now?
I'm not sure, I checked those threads and I know the launchers allow to bypass the U.I. problem, but I dunno about the siege equipment and building icons.
Last edited by Duke Serkol; August 08, 2012 at 09:15 PM.
Because of the nature of how the engine determines where to load icons from (it's based on culture of the building rather the faction the building belongs too, which is one of the most boneheaded methods of determination ever), it's completely impossible for so many buildings to have different icons by default. However a modder named Azog found a way to change the folders that icons and UI are loaded from by creating a system of automated bat files. The unfortunate part is that I've contacted him via PM and on his forum and he's not responded in ages and no one seems to know how his system works. Until he responds to me unique icons for buildings is completely and utterly impossible as far as I know.![]()
I believe that Nephalim is bogged down by a building limit, so he is standardizing the some structures. If I recall correctly (which I may not at this point), icons are going to be standard within a "culture". I'll look it up.
EDIT: Post #6515 of the original thread, all building icons are standard within a culture. Previous to this post, there was a discussion about the 128 building limit and the 7 culture limit. I believe this ultimately made Nephalim create the standard recruitment buildings we have now.
Last edited by Avatar of the Ice Wolf; August 08, 2012 at 09:06 PM.
West:Foranar- Azurita -The Redeemer- Sinteiria - Sakotae the Guardian (Tavia) - Saleria
East:Nerise- Kiril
I see... and what about U.I.s? And siege equipment? Was a solution found for those or are they still culture locked?
And was that all or is there something else determined by culture that I don't recall at present time? (Besides excluding certain ancillaries for specific cultures)
Siege weapons are culture locked too. It's quite horrible. CA decided to do some really bizarre things with this engine, which I'll list now:
1. UI, building icons, settlement architecture, siege weapons, and character icons are all determined based on culture, even though almost everything else in the engine is determined by faction. Considering so many things are determined by faction, and virtually every other RTS engine I've ever used ever has everything determined by faction, it seems extremely short sighted and odd that these few specific things are culture locked and don't even have the option of being faction specific.
2. Hardcoded limits: 12 Agents, 128 Buildings, 7 Cultures, 31 Factions, 200 Regions, 26 Resources, and 500 Units. Considering virtually ever other RTS engine I've ever used ever has no hardcoded limits like this, my head spins in circles whenever I have to take these into account. I have no clue why the creators would put limits when they are not necessary. This become even more worthy of head spinning when you consider that there are several things in the engine that do not have hardcoded limits like ancillaries.
3. No "on death" command/ability/trigger. Nitpicky of me maybe, but every engine I've ever used has a function that causes something to happen when a unit dies (such as spawning smaller units). There is nothing like this at all in this engine as far as I know and it annoys me.
There's more but I can't think of them at the moment.![]()
And none of these can be resolved without that launcher, right? I see.
I take it by "settlement architecture" you mean the architecture trees, right? I don't really have a clear understand of how those work... but I can tell it's a taxing limitation.
It's really a pity you can't just disable siege weapons for certain factions while keeping them in the same culture with others that do have them, otherwise you could try some alternative solution for the Gohma like you're doing with concern to the agents.
Did you change any? (Besides rupee mines, I assume)
Oh... how close have we gotten to that?
Wouldn't the message upon a general's death on the battlefield count as such?
Granted, I don't imagine much can be done with that...
They all need Azog's magical bat files, and it seems other then him no one in the world has no clue how they work. If he'd just answer me it would not be such a big deal.
Rupees are the only resource I'm adding in so I'm not worried about this limit in particular.
I'm at around 350.
There are functions that recognize a unit's death and do stuff no doubt, I mainly meant in the form a modder could manipulate (like the stats in in the EDU such as attributes, primary attack, etc. There should be one called "on death")
Mh... maybe I'll make a topic about those next
Oh good, still plenty of room left.
Yeah I figured it wouldn't be possible to use that message to trigger an event (and even if it was, it would be no more than once/twice per battle).
It could also be handy in the "storyline campaign" if you could have generals transform into one-another.
Like, I know Ganondorf and Ganon are different charactrs in this, but suppose they weren't, Ganondorf could change into Ganon upon death. The same trick could be useful for others (like different froms of Majora, perhaps).