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Grapjas

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Everything posted by Grapjas

  1. You could use this function from Triggerhelper to get the entity ID of the unit you would want to move. Make that entity the system entity like so: let cmpUnitAI = Engine.QueryInterface(putEntityIDHere, IID_UnitAI); Check line 5294 of UnitAI.js. You can call that function like so: cmpUnitAI.Walk(x, z, queued, pushFront); If you want to move multiple id's you would have to use loops and if statements. You can also learn alot from other maps, 2 maps are prime examples that spawn and move armies by code which are Danubius and Jebel Barkal (more experienced modders, feel free to correct me)
  2. Hi @Wuyeh and welcome to the forum, To manually make units do tasks like move and attack (without AI) you might want to look into the UnitAI component. To spawn units you might want to look inside TriggerHelper. Thats how it started for the most of us, at least for me . Do you have javascript knowledge? I'm asking so that we know how discriptive we need to be when explaining stuff.
  3. Not sure how that is revolutionary, because what you discribed is basically A23.
  4. Could also just make them cost 100 wood along with their current food cost + "2. Maybe increase train time, so that they take longer to replace" . But in this^ case i'd say the first one still needs to be free.
  5. You need both storehouse and farmstead sooner or later anyway for eco upgrades especially if you want to gather berries optimally. I'd say offbase res gathering (which is why i said depends on the map) is its strongpoint and helping to build aswell. Obviously the elephant is meant to be an advantage otherwise why do they have it? Deleting them means another unique civ unit is gone. Never said it was easy. Honestly i think you exaggerate the boom difference quite a bit imho, especially if we are talking about balanced maps.
  6. Could also give the elephant a stockpile limit before it needs to return to base itself to drop it off. like 200 or something idk. I'd say that really depends on the map. Anyway, if you snipe that elephant you would've taken away their advantage until p2 (if we simulate the idea with nescios patch in mind).
  7. EDIT: also, if everyone will start using corrals because of this new option, the game will lagg much worst then before.
  8. Not really a fan of the feature either, i get the "reduce micro" mentality (although i dont support it), but i feel like there should be limits. This is just another way of dumbing down gameplay. Multiplayer is about skills and organizing/micro is a part of that when it comes to RTS. However, since manual batch training is still considerably better im not really against it personally, but only if the tool is available to everyone in the base game and the autotraining is not able to autotrain batches of units, only singles. I still like the effort you put in though.
  9. The ele is quite easily killed and really slow though, so it cant really escape. I think nescio's suggestion is the best one, it would make the player think twice before putting that one worker ele at risk out in the wild.
  10. I would say yvonne is more familiar here in the netherlands. However, yvon and yvonne are not dutch names, they are french names originally.
  11. It's up to the map maker, as it should be imo.
  12. hi @PyrrhicVictoryGuy, Ingame at the main menu you can click learn to play -> structure tree. You can learn civilization specific bonuses and see unit stats aswell. Pikemen have low attack, but more range and better defense than hoplite / spearmen. You will see that units of the same type across civilizations have the same base stats. Example: a spearmen from the mauryan civ, has the same stats as a spearman from the briton civ. But also keep in mind that some civilizations have unique upgrades for certain units. Ressistance (AKA defense) is split in 3 catagories. Crush damage is mostly caused by siege units, pierce damage is mostly caused by ranged units, and hack damage solely done by melee units. Good luck.
  13. @SSplat This thread may be of interest to you.
  14. I think it makes sense that if you cannot defend a building, it can be captured. Especially if said building is empty. I much like this mechanic personally. As an replacement to destroying buildings, you could make it that players need to debuilt buildings with men if you want that building gone, equal to the build time of that structure. Now the attacker has to weigh the choice of putting soldiers focus on debuilding and being a sitting target, or attacking. Also a timer after capturing the building until the building is actually yours would work well too imo. +1
  15. Massive no vote for me, if your unit doesnt have the vision range you dont get to see it. Both in SOD/FOW is a no for me. Seems like an oversimplification in gameplay to me and makes it even harder to be sneaky (because an entity in SOD/FOW being revealed really pops out from the rest). EDIT: Could make it a toggleable game option though, to satisfy both groups.
  16. Could pin this on the homepage of the forum and also in a message of the day window ingame on game startup, for more visibility. Just a suggestion.
  17. A sneak peak of the next update. What it shows: Units will switch to melee attacks on walls (because ammo is valuable). Aesthetically weapons will be sheathed/unsheated when switched (no animation). Units have ammo bars (pink) Military structures & forge have a re-arm aura, some buildings have a large aura, most buildings have a small aura. This aura will only work if you have at least one forge Showing the re-arm aura in action (+ icon) What it doesnt show but does work already If the current target is to close they will automatically switch to melee attacks If there is a champion counterpart of that unit type for that civ, soldiers will have a 4th rank. When reached, they turn into champions (without status effect attacks) Units will be rebalanced according to their visuals ingame. I will work with a point system for this. Example - movement speed: Base speed will be something like 18 for infantry units and will be reduced with the armor they wear as following: Material Cloth: none Leather: -0.75 Chainmail/iron: -1.5 Shield: small -1, large -2 Eligible Parts: Helmet, chest, arms (as one), legs (as one), shield I will also work with the same point system for attack speed / ressistance (but different numbers). Primary melee units will probably receive an health bonus (as is). This means units will be rebalanced per civ differently, and even more specifically, per rank. (read more on github - planned features) 2021-03-27 17-09-27.mp4
  18. I encountered him/her too, when i put him/her through a few tests it was very obvious this person has 0 sense/knowledge of religion he claims to be in even though the messages were only about religion. This person is either really mentally unstable or exceptionally delusional. Probably both.
  19. Just did. Conclusion: it's not the statusbars, it's probably what Wow said.
  20. Could be. In regards to this same selection/status bar issue i also just noticed that a more top-down view makes the lagg worse vs a more side-view, even though normally you would expect a fps increase from this.
  21. I've also found something else interesting. Unit Status bars seem to add quite some lagg. Again without mods and with fps counter enabled: EDIT: even without moving the camera the fps spikes up and down hard (can show a vid but the numbers are the same). 2021-03-25 20-57-34.mp4
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