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Grapjas last won the day on March 8
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Dumping the latest update because i don't have time or motivation to work further on the mod currently and don't want it to go to waste before next game update. • 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 • 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 cavalry against cavalry • Big promotion rework. Units get stronger buffs from promotion. Heroes and champions gain increased buffs from rankups. Some units can get to 10 ranks (just heroes for now), each rank gives a buff to certain stats like attack speed, melee attack damage, health increase, and more. Siege (including rams and siege towers) can also gain ranks now. In theory any "unit" can gain ranks now, including wildlife like crocodiles. After max rank a unit can still gain experience, and they will heal some health when the bar is full (and maybe different bonus in the future). • Improved tooltip for the rank icon (middle selection panel). Now reflects in realtime what current rank bonuses are. • Javelineers gain +1 max ammo per rank. Meaning Champions Rank Units will have 6 max ammo (was 3) and max rank Hero Javelineers 12 (e.g. Iber Hero Viriato). This is to give a little more motivation to create Javelineers as the complaint was they didnt have much ammo to roam with. • Iber Hero Variato has become a javelineer (again? pretty sure he already was at some point), and throws burning javs. He has 12 ammo at max rank. @Stan`@Itms can you sign the mod on mod.io when you have the time? Thanks. grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod
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Oh, i completely misread that, i thought we were talking about expanding the radius a villager goes to a new farm if necessary. Because that radius is quite small actually.
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I wouldnt really bother creating anything in GUI for it, for vanilla anyway. The objective is simple, player wants villager to farm, villager goes to an nearby available farm. So it does what the player wants to do. Better than standing AFK at a busy farm. But it's up to whoever decides to pick this up anyway.
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Would be a great first patch for someone willing to contribute to 0 AD
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You can use github to host the pyromod file by making a new release. And you can copy the direct download link and place it on the forum.
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Help with migrating maps to 0.28.0
Grapjas replied to andy5995's topic in Scenario Design/Map making
@andy5995https://gitea.wildfiregames.com/0ad/0ad/wiki/Release28 might also be of interest to you. -
Elephants - Do they take bonus damage from Spearman and Pikeman?
Grapjas replied to DesertRose's topic in Gameplay Discussion
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I meant if the name is the same i'm not sure what happens. Like if you did <BonusCavMelee> on template_unit, but then also on did <BonusCavMelee> on template_unit_infantry. Probably the template_unit_infantry will just "win"- as in those values will be used for that specific bonus- but yeah you need to test. Other than that i don't think theres a limit you need to worry about when applying different bonuses to the same unit.
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Pretty sure you can write whatever there, but may cause unexpected behavior with duplications (probably the last loaded template just wins). There is, but it isn't a "VisibleClass" so i understand your confusion.
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that file is in the binaries/data/mods/mod/mod.zip file btw not in the usual binaries/data/public/public.zip where we mod. Just a heads up for people looking for it.
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I didnt test either but seeing theres literally 0 use cases of it in 0 ad i'd say no lol.
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Yeah i was misunderstanding that this was something needed to be put somewhere for defining "lithos-regular-14" so that you can use it.
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this is not what i meant but i seem to have misunderstood something anyway.
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Would love to see an example because i can't find any on 0 a.d. gitea. And i hope we only have to define it once.
