Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Out of curiosity, is making a .DAE plugin for Blender that runs on the latest versions on the table for you guys? It's a problem that is very easy to workaround at the moment as you only really need to go to an older version of Blender to get .DAE support again, but it would be nice to not have to juggle between different Blender versions whenever I want to work on art assets/mods for 0 AD :p
  3. Host migration. or Dedicated Server. (lol, yes pl0x)
  4. Ideally, yes, but I don't really see a way around it, since the client should be given the chance to reconnect, which isn't an option for the host.
  5. Today
  6. Wanted to drop a quick update before i'm going on vacation. This is an unofficial release for A28, there are more features to come. What this version brings: update to A28 Germans got the grapejuice balance overhaul Fixed missing and wrong templates Some animations were missing, fixed Obstruction walls were selectable, they shouldn't be Exclude slingers from the brazier buff Rewrote the ammo system, should expect performance increase and less bugs Rewrote the energy system, should expect performance increase and less bugs rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. new icons for: re-arm aura, brazier flaming projectiles aura, field camp structure Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning added 3x damage bonus to spearman against cavalry, pikes still have their 5x bonus. ★ Units attack a random unit out of max 15 closest units in sight instead of just the closest one, meaning the battles- espcially big ones- are (imo) much more realistic and damage and ammo isnt wasted by dumping 20 arrows into 1 unit for example. Needs playtesting and feedback but from the huge battle tests i did i'm liking how it currently is. Might be my favorite addition to grapejuice if i can get it right. Things i'm planning to add before official release are: Abilities for units that cost energy. Charge attacks would probably become an ability too instead of automated like it is. Other abilities like "frenzy", increasing melee attack speed for a duration, a shout from an hero that gives a certain buff or pushes away enemies etc. Fix AI to use new units/buildings (it already uses new tech) Mini Quests that are given randomly through the game with some rewards when completed. Like capture a building from a certain player. And possibly other things from the planned features page. grapejuice_r13_A28.zip grapejuice_r13_A28.pyromod
  7. MUST be brought to main game, this was teased since A26 community mod!! oh and where do I get delenda est for r28?
  8. I'm just thinking the victory behavior should not change for the host/client.
  9. During a MP match, the game state is always present on all clients. Essentially, all players run an ordinary SP game simultaneously, but receive the inputs from each other over the network. And each player simply "feeds" that input (received from the other players) into their own game instance and since the behavior of it is deterministic, all of the instances stay in sync. To be fully precise, it's not the mouse movement or button clicks that are shared over the network, but the game "commands" like moving or training units. What the host does in addition to that is manage the network connections to the individual players and e.g. letting them know when someone disconnects. Therefore as soon as the host leaves, the clients are cut off from each other, can't communicate, and the match is closed for everybody. With the proposed behavior, the disconnected player wouldn't lose anyway, as long as the other player(s) wait for him to come back. Could work I think, but might not be necessary. The problematic case is when clients leave when they're about to lose... then it shouldn't take the host too long to finish it anyway since they were about to win already, no? Depends on the victory condition, though.
  10. This is my biggest hang up, and the resigning/ranking points issue.
  11. Couldn't the game state get loaded to the client in this case?
  12. I don't know for sure, but my guess is that this behavior wasn’t implemented to allow players the chance to reconnect. In the past, the game may have had more stability issues, and it probably didn’t seem fair to punish players for something that could have been caused by the game itself rather than by them. Yeah, this seems like the most appropriate behavior, since it also allows the disconnected player to rejoin the game. Many times that’s exactly what happens: the player reconnects. Also, since it’s very common to play against people you know, it’s useful to be able to pause the game and wait for the client to reconnect before resuming. On the other hand, if the host disconnects, it’s reasonable to count it as a resignation, since one could argue that the host is responsible for ensuring that their connection is stable. Just brainstorming: Maybe it would be good to have a short grace period before a disconnection counts as a loss. For example, during the first two minutes of the game, if someone disconnects, it wouldn’t count as a loss, since it’s unlikely that the player left because they were losing. Another idea that comes to mind is some kind of “offline timer.” Each player could have, for example, up to five minutes to reconnect to the game. This would give them a fair chance to resume, while also avoiding situations where the remaining player is forced to finish the match alone just to secure the win. The offline timer could continue running even while the game is paused.
  13. Ey, @AlexHerbert and @sarcoma ! I'm yet to port this mod for R28. I'll work on this during this week and I will upload the new version
  14. @Stan`, thank you! But it looks too complicated... Is there something more user-friendly ? Something like in civilization description in the game GUI?
  15. @EilatHere to fulfill your first request. Your second request maybe tomorrow. Deathmatch is a rather different mode and it doesn't suit your EconomyMaster AI's personality because the resource are already there. The thing I do note in its behavior was not teching Festival Fertility to spam civilians to speed up economy and building stuff, and that it stops building house until it reaches its max limit my recommendation is to have 10 individual citizen to build houses individually nonstop... Anyways I'm tired. oh and I'll try to give few more minutes before I go in, I was so not mercy to your AI, 15 minute is too early XD. commands.txt
  16. Is there any specific reason why that isn't the case yet? I see it the same way: - If the client disconnects from the host, he should only ever do so for a good reason and communicate to the host that he'll return. If he doesn't do that, it should be possible for the host to just finish the game without anyone playing on the other side, win, and consequently gain rating points as usual. - If the host closes the game prematurely, it should simply count as resigning and therefore as a loss in the rating system.
  17. @TapotheiCan you fight against the economy master in a deathmatch with unlimited population and resources? You seem like an experienced player. I've just fixed the bot's healer issue, and I'd love to hear your feedback. @TapotheiLet's play a resource intensive deathmatch, it has a poor starting ability with low resources. I'll find a way to fix this problem. bot_EconomyMaster.zip
  18. Muchísimas gracias. Just the game don't show me the mod even though I changed the dependencies from 0.27.0 to 0.28.0. This mod can be very useful
  19. You can export CXXFLAGS or edit build/premake5/premake5.lua. You can also enable lto
  20. I'm really looking forward to this. I hope it all gets fully integrated into the game, as I for one am itching to make Singleplayer maps/experiences, but feel quite limited due to the limited documentation and lack of any sort of tools in ATLAS to intuitively develop solo maps with triggers and such, as well as the very limited options in actually telling a story/narrative. This narrative stuff, combined with ATLAS's editor being improved to actually include it's own Trigger Editor and such, so that modders, artists, etc. can develop stuff with these tools in a way that is intuitive and user friendly, would be an absolute godsend.
  1. Load more activity
×
×
  • Create New...