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Everything posted by Grapjas
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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.
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Weird, works on my end. You have another mod enabled? Are you testing on the released version of the game or on the development version?
- 90 replies
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- new particles
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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
- 90 replies
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- new particles
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I was dabbling into this too. In my case i simply needed an extra main menu button, doing let grapejuice = { "caption": translate("Grapejuice Info"), "tooltip": translate("View the changes that this mod brings to the game."), "onPress": () => { Engine.OpenChildPage("page_grapejuice.xml"); } }; mainMenuItems.unshift(grapejuice) into `MainMenuItems~grapejuice.append` Seems to be clean and works well if i do the same in another mod. However if the variable name is the same in some other mod it will hardcrash on startup. Even if you let the variable out of it and just do mainMenuItems.unshift ( { "caption": translate("Grapejuice Info"), "tooltip": translate("View the changes that this mod brings to the game."), "onPress": () => { Engine.OpenChildPage("page_grapejuice.xml"); } } ) in 2 different mods it will hardcrash aswell. Not sure why and if this the recommended way of doing it anyway.
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Congrats to all involved to make A28 possible I guess it's time to get back to grapejuice. Also wanna point out this handy changelog overview for my fellow modders https://gitea.wildfiregames.com/0ad/0ad/wiki/Release28 EDIT: I just noticed the orignal post has the link aswell lol, ah well can't hurt to show it again.
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I'd say Stan answers the question pretty well right below the orginal poster. I don't really think 0 A.D. is similar to AoE. But i'm not really interested in the discussion either way tbh. I'm not one of the developers btw and comparing an open-source game in alpha state to finished commercial releases is a bit funky too. You could make a mod implementing changes you want and if you need help with how-tos i'm willing to help when i stroll by the forum.
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I'm not really interested in your suggested changes to be blunt, besides the mod being in a bit of a backlog state. Furthermore i don't think most things in grapejuice should be in the main game because most people prefer simplicity over realism, which is fine and a perfect way for a mod to fill that niche.
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The mod has an ammo cart unit that resupplies other nearby units.
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Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
commit your changes here it's easier when help is needed to see the bigger picture. They have different workflows and standards though. Code will be reviewed and the idea needs to fit with the game. Sometimes you make patches and nothing happens with it. With that said you can learn a lot by making patches through input of other more experienced people and your code quality will improve. I'd suggest starting with small simple patches though to get into the dynamics. It's fine, 0 A.D. is the first game i learned modding and took me a while to figure most things out aswell and i'm still learning. -
Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
Ah, if you want to make it into a patch thats a bit different for sure and folk at IRC dev or here on the forums can probably help you better. I haven't done patches in a long time and tbh didn't have the patience for it compared to modding. I am curious if your errors are gone with the suggested changes though.
