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Posts
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Everything posted by Grapjas
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afaik not. It would be interesting to make a stamina mod, and then make a toggle for run/walk. But otherwise a toggle would be useless.
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If you have selected a group of units and are spread out and give them a formation, they will run to make the formation. I think the 'flee' stance also makes units run when being attacked.
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A 'Read more' button in the mod selection download screen when selecting a mod would be nice. Directing the user to the mod on mod.io. (or place/call the full discription from mod.io in a new window ingame if thats possible)
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===[TASK]=== Crowd Sourced - Judeans (Hasmonean) [Faction]
Grapjas replied to wackyserious's topic in Game Modification
That's because some traders asked unfair prices. An unfair scale is actually one of the things God hates. And a temple is no place for doing bussiness, fair or unfair. He also fulfilled a prophecy doing that. Texts for reference: Jer 7:11, Mt 21:13, Ps 69:9, Pr 11:1 -
democracy mod - all use the same mod -
Grapjas replied to seeh's topic in Introductions & Off-Topic Discussion
Hes talking about adding it as a mod though (I think), not the main game. Anyone can make the choice to download it or not. But i doubt anyone is going to make the mod for you, @seeh. -
democracy mod - all use the same mod -
Grapjas replied to seeh's topic in Introductions & Off-Topic Discussion
I think he means this: All players need to vote a civ at the game setup, the most voted one wins and all players are forced to play that voted civ. He wants this to be called the "democracy mod". You'd be surprised, especially with the many fake rated players. -
Not sure about what rating bracket you are talking about. But at 1400+ in A23 games also had a peak around the 15 minute mark, because they will be phase 3 and have a fort + siege and a good sized army. If every player survives the initial siege attempt the game is likely balanced (and the teams played well together) and then comes down to further tactics. My experience in A24 is limited though, been mostly modding and taking a break. A23 i know like the back of my hand.
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This is much more about team balancing than unit balancing imo. Yes unit balancing plays a part too. But unbalanced teams can ruin any game even when the balance of units is "optimal". That part honestly gets overlooked in every balancing discussion i've seen yet. But it's probably easier to say civs are unbalanced than to accept the fact that you got your ass handed to you and you went out of your league disclaimer: i'm not talking about anyone specific.
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Shuttling Resources is Problematic
Grapjas replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
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I've looked into this aswell when i started. I know how this is done but generally speaking its better to not do it (devs discourage it). It can cause out of sync errors depending on what your mod does. It could also be considered cheating if you have a mod enchancing things that others do not have. Your mod will also not be approved for the ingame mod downloader, reducing the audience you can reach significantly because there are much more offline players than you think. With all that said though, i think you are safe from out of sync errors if the changes are strictly GUI, but im not 100% sure. tip: look for the monkey in @nani's mod. I guess he renamed it. It's mod~autociv.js and !!!autociv_patchApplyN.js
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I was a little unmotivated to work on the mod but im back at it. Added a new prototype branch on github where you can follow the progress of the next update. Also made a spreadsheet i use for re-balancing units for the mod that you can look into if interested. It will work with a deduction system based on what the unit is wearing as described in my previous post.
- 85 replies
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- rebalance
- atlas templates
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@raynor if you remove spread, make projectiles have lightning speed (AKA bullets) and undo the turn rate, you have 100% what you want. However i really hope that doesnt end up being in the main game, but its not up to me. As a mod however, you have the freedom you want.
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what do we do with the defenses of phase 1?
Grapjas replied to Lion.Kanzen's topic in Gameplay Discussion
I think increasing palisade costs is a good option. Just looking at it you would see it requires alot of logs to build it. Besides, the palisades have a rock foundation, it should be accounted for. Up the wood price by quite a bit (triple?) and make it also cost stone 1/3 of the wood price. In this example the price for this length would be 588W and 196 stone. Numbers are just examplary though. -
what do we do with the defenses of phase 1?
Grapjas replied to Lion.Kanzen's topic in Gameplay Discussion
Yes that would make sense if you manually had to pick a direction to fire, you cant shoot what you cant see though and would probably considered a waste of ammo (i could be wrong about that though). Also currently ingame arrows literally dont fly higher than a palisade. Unless you're on a hill, which would be an issue to code i think aswell because footprint height is infinite i think. -
That's definitely doable with a mod and simple to do aswell. The only problem would be a visual one, it will look like the projectile missed, when it was actually registered as a hit.
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Yes there should be an 'hold fire' / 'fire at will' button too.