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Everything posted by Grapjas
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Don't wanna hijack the other post from @wowgetoffyourcellphone but it got the ball rolling. so decided to make a seperate thread instead. My suggestion something along the lines of: A: Make Espionage exclusive to village phase but reduce the cost. Expand vision to support units of the player you selected to bribe. B: Make the amount of times you can Espionage limited to something like 3 times a game. Expand vision to buildings of the player you selected to bribe. Make it have a timer till the vision goes away again <- currently cant be modded, it would require some work on the C++ side of the engine.
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gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Could limit it to 3 times per game only, and besides that, it is quite costly. -
gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I think it's going off topic, One more thing though I fully agree then that it needs to expand. Wouldn't mind if bribing lasts for 1 minute, but you can see everything from the selected player (except training/tech queues though). -
gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Hmm i understand that tech a little different (never used it though). I think it is across all units but the historical explanation is intel came from traders. Not sure though. -
gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Sounds like something you would only be able to see if you have bribed enemy units, maybe players will actually start bribing units then, lol. EDIT: For clarification, i mean the Espionage tech from CC -
gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I like the idea of multiple one time choice but not the stats. +xx att speed type boosts are a little overused at this point imo. Something like produce champs faster or unlock a new special unit/building would be more interesting. -
gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
On A23 i played quite some games that used wonders in them but they were mainly on games with low max pop limit. A24, idk though. But i agree they could use a more critical look on how they are atm. -
Shouldn't be hard to implement, look for the Health~grapejuice component in my mod. I've tagged the code used for the mod with a comment. You would need to place your code inside that if statement
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There was a buggy icon in regards of the above update that i needed to patch, which was actually caused by the compiler for some reason. Replacing the icon with the raw version instead of cached fixed it. Updated download links once again.
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skirmish maps Skirmish map: X [~balanced]
Grapjas replied to Grapjas's topic in Scenario Design/Map making
Now i can't unsee this, lol. Wouldve been a great name too. -
skirmish maps Skirmish map: X [~balanced]
Grapjas replied to Grapjas's topic in Scenario Design/Map making
"X" received an overhaul (which is possible thanks to @Stan`'s recenter map tool in atlas). The map is now bigger and the islands around changed quite a bit too. It's part of the (massive) update i just launched for my mod. -
Massive update! Video covering most things: Untitled.mp4 DETAILS: * Added most official WildFireGames skirmish maps to the mod, to be played with player position randomnization (and everything else in this mod). Arrows, slinger & ballista stones, and bolts now have a (slight) trail. Redone flaming arrow/javs and siege particles (it was a fire trail, now it's more fireball with a smoke trail). New building: Field Camps. Available for all civs. They can only be build inside neutral and enemy territory (max 3). Max 10 (12 for some civs) can be garrisoned. Units will slowly heal while garrisoned and the heal can be boosted by garrisoning priests/doctors/surgeons and even more with the new added tech "Quick Thinking". The camp/tent can be destroyed easily even be a decent army of regular units, but cannot be captured. Reworked priests. They can now build (and also help build, with reduced effectiveness) the new Field Camps and can now attack, with weak power. They can no longer heal units on the battlefield, they instead now boost healing done in field camps. Limit = 6. Units now enter a wounded state when their health drops below a treshold. They will receive a movement and attack speed penalty while in this state. Units in this state will receive a bandage icon on them. (Originally @wraitii' s idea ) Some general changes to units: All units move a little faster. Slingers, Javelineers became slightly more accurate, archers slightly less accurate. Slingers received slightly more attack speed and damage. Ranged champions and heros now have the same attack speed and accuracy. Archers including hero's and champions: Attack damage is increased but they now shoot much slower, are less accurate, and take longer to aim. (Logic: Some bows require considerable amount of power to draw, especially longbows) Ranged archer cavalry (incl hero & champ) now have less range, accuracy and attack power compared to ranged infantry archers but higher attack speed. (Logic: Cavalry archers actually used lighter bows than infantry) Champion and hero archers aim/attack faster and have more damage (like usual but tweaked the numbers). Hero archers have the same aim/attack speed as champions but much more health (unmodded) and damage (tweaked). * A few skirmish maps are not included for randomnization for this mod for various reasons with them mainly being: The map is more a scenario type of map (extra units/structures). There is not much point in randomnization if the starting positions are or nearly are identical (or symmetrical), and would otherwise need slight modifications for the mod. Look for the maps with my mod logo on them, they are the ones that work with randomnization. Updated original post download links and very soon after this post it will be updated on mod.io and also ingame->mod selection. Ty all on IRC dev chat for answering questions
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One solution to this is adding a new gamemode (which im planning to add in my mod sometime) something in the form of "body count". E.G. the first team that reaches 1000 kills has won the game, with maybe a little banner up top in the ui showing the current collective kill count. Obviously you should be able to set the kill limit at the gamesetup screen.
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I kind of both agree and disagree. Skirmishers in their current armor will absolutely get obliterated by a volley of arrows (yes even with the little shields they have), from a logical sense i guess. However i think they are really good at being offensive once you throw a couple of melee units in the mix.
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I'll refuse to understand how some people can just be this toxic and full of theirselves honestly. Don't you guys know no one is getting payed and everyone is giving their free time and will to work on this? To not agree, criticise, discuss is one thing but ^ that = EDIT: Also the prime example of what i meant when i said the devs shouldnt weigh to hard on negative opinions like these.
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It would be great altogether indeed because i microtarget nearly every soldier and this gives confirmation on which one was clicked (sometimes not so clear, also because of lag).
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To say this release has been rushed is a little ridiculous on it's own to be honest.
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[POLL] Corpse Removal Option
Grapjas replied to Stan`'s topic in Game Development & Technical Discussion
I think it's at least important that invisible bodies get deleted (not sure if this only happens in atlas) Here's topside view; vs bottom side view -
Apart from the hotkey, you can already see the resources of your allies by first buying the cartography upgrade, and then hovering over your resources on the upper left corner.
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This has been suggested before, by myself and possibly others too. I don't think it will ever be accepted by the devs. Your best bet would be making a mod for it yourself and share it for the people who also want that mechanic.
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Take the rest you need and thanks for all your hard work. Take care and see you soon
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Wouldn't weigh to hard on negative opinions though, some that are complaining the loudest have a toxic attitude ingame aswell (and probably at most things in life). I also like A24 massively more than A23.
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I'm interested in working/helping along with making scenario tutorials when i have the time. I guess it's also important of having some form of minimum level (or baseline) of quality for the tutorials if multiple people will work on this no? Otherwise it may feel a little inconsistent to the one playing the tutorials. Edit: I see many possibilties for the cinametic tool to be used, introducing units, buildings, or showing some tactics with a short scene presenting it (After the cinametic scene let the user mimic what he just saw).
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Articles from 0 A.D on the web
Grapjas replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Even though in dutch, arguably one of the biggest tech/game reviewing website we have here (for like more advanced users) spotted the update (the previous updates too) and highlighted the changes and gave a bit of a backstory on what 0 A.D. is. https://tweakers.net/downloads/54838/0-a-punt-d-alpha-24.html -
Nvm this thread, it's all solved. @Stan` tent_arab.dae (Didnt make any changes to the dae file) Your plugin also seems to give a warning