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Halo Wars was the first RTS Ensemble did where the map editor wasn't built into the game itself.
Awesome stuff, really appreciate your efforts with the tools you've created and released so far. Keep em coming when you have spare time available :)
To get this all to work you had to do some extra work, had to edit techs.xml file to stop it from converting all grunts into needler-wielding ones and all marines from turning into odst variants, by commenting out the TransformProtoUnit lines, but not the TransformProtoSquad lines, those were still important. Also had to edit in the objects.xml file smaller Pop values for grunts, marines elites, so that a full squad wouldn't come over 1, because then they couldn't garrison anything.
I like my mixed looking squads, looks nice, also added a third Jackal and FlameMarine into their respective squads.
BTW, you can add the Rebel sniper easily into a marine squad, only reason I didn't keep one in my squad after testing out of curiosity was because the sniper looks aesthetically out of place, they don't belong in that squad.
Example Squads.xml:
Only highlighting the relevant stuff, don't want to completely drown you all in useless info in this topic of all places.
That's just what I've done for my own enjoyment, not sure what I'd try next for fun.
Honestly a bit excited to see you moving again around Halo
Thankfully, the Halo Wars engine is a little more data driven in this regard. There's a file, "data/ScenarioDescriptions.xml" which lists the various scenarios. This file would just need to be updated, and a .ERA file with the same name as the scenario would need to be built.
One issue with this is that this files lives in root.era, which contains a lot of other global data (all the squads, techs, etc). So a tool will probably need to be made which can take the user's root.era, process that XML, then let them manually add or apply a special "patch" to update the scenario info as well as add a map image. Not hard, just more engineering work.
I'm excited there's another Halo game not only on PC, but also on Steam :)
Also speaking of Halo on PC thoughts on that attempt to revive H2V?
One thing I haven't tried to test yet, which would be a work around, is adding a file that's normally in root.era, say "data/leaders.xml", to another map (say, blood_gulch.era) and making a change (giving Cutter more unit pop). If I recall correctly, all the data is reloaded on map change. The question then becomes: does the game pick the leaders.xml in blood_gulch first, or does it pick root.era? If the former, it could work in the same way as Halo where each map has a copy of the globals tag.
If such a method works, I could easily tweak the ERA manifest file (.eradef) that my tool uses to support a "rename" value. So your mod could use "cool_mod_leaders.xml" and then the tool would rename it to "leaders.xml" so the game loads it instead, all the while not interfering with other mods you may be working on. This would of course complicate future tools, though, so I have to be careful about what I want to deal with supporting later as the tools and pipelines mature.
And no, I don't want to deal with H2V. I barely have enough time for HW and another project outside of work as it is.
Also kinda laughed at the last bit, bad memories with H2V which I can understand, lotta disappointment with that and you and the other guys on Halomaps and Modacity tried to fix something that was essentially a pre-mature birth of a launch
I just feel like, as-is, H2V doesn't have much remaining growth potential, already has loads of documentation, and it already has usable tools (official and unofficlal). Halo Wars on the other hand, just came out and there's active interest in people wanting to mod it but the tools and information aren't/weren't there for them to do so. So, in a sort of cost/benefit analysis I view HW as the more worthwhile and rewarding game to work on.