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Grapjas

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Everything posted by Grapjas

  1. I much like this idea tbh. Sounds like something i would add to my mod. Gonna give it a shot. Along with buildable tents in neutral territory and replace the priest/surgeon/healer mechanic.
  2. I understand why priests are ingame, just saying the way it works is fantasy (and probably just a copied mechanic from AOE). The vast majority of those 'miracles' happened outside of combat if you even want to refer to such things. In regards to them being in armies, i suggested they buff the army rather than heal it because of their presence. Anyway, temples cannot be build in neutral territories, the tents i was suggesting can. I won't deny that priests were actually assisting to take care of wounded/sick people, outside of combat. But if we talk about warfare, you had 2 options: A:(tactical) Retreat to live and fight another day B: Fight till death and not C: have some people waving hands and magically heal up soldiers while combat is going on. Come to think about it, it would be a decent solution if priests/healers/surgeons/druids could only heal people that are not actively fighting, but im not sure how hard/easy that is to implement.
  3. Not on all civs no, Kushites says priest, persians magus (magician?), maury priest etc. EDIT: i'm not exactly advocating to remove priests from the game, but just suggesting a rework that doesnt involve fantasy. Priests generally boosted morale of people.
  4. I agree. It could be balanced by being only able to make 1 set of like 5 tents which could hold like 20 soldiers inside total. They should be easily destroyed by siege (one shot even) and also by melee units. Then call them surgeons or healers I don't necessarily see how it's much micro to build a set of tents and put soldiers inside of it, but that probably differs from player to player.
  5. Still advocating to remove priest heals because it's pure unneeded fantasy in the way this game does it . Even IF you want to refer to biblical times these miracles have happened, they never ever happened during war or active combat but always outside of it. But this probably won't get any traction because many comp players use this mechanic. Just put 10+ priests inside box formation on flee formation and watch the literal magic happen (also very much a form of dancing btw). Out of combat healing (AKA resting) i can get behind. I think this could be way more creative. Like, make players be able to build a relatively weak camp of tents they can build inside neutral territory where units can "rest" / heal up but has 0 defense on its own in addition to temple and barracks / CC healing that's already present.
  6. Weird... for me it installed A24 immediately from the ubuntu software store.
  7. Even though i only started using Ubuntu recently, i installed 0 A.D. from the Ubuntu software store flawlessy and it works.
  8. Try this (The video stan provided to be precise)
  9. If a civ has been set for a player inside Atlas you cannot change them ingame at the gamesetup. As if it were a scenario map even though it's a skirmish map.
  10. I noticed this too. I simply deleted them in the xml file and then you can change settings again @ game setup. Same story for teams, cant be changed either unless deleted in xml. "PlayerData": [ { }, { }, { }, { }, { }, { }, { }, { } ],
  11. If people need a little more guidance on how to convert their maps from a23 to a24 on windows: click start, type "cmd" type "python3" inside the command prompt and hit enter, it will open the microsoft app store directing you to the python app. Download and install that. Go to the directory where your skirmish map is. Put the file @andy5995 provided in there. Click the directory bar Type cmd and hit enter copy the following line and paste it inside the command prompt (including the dot at the end): python3 0ad-map-upgrade-20210222-01.py 7 . Done. Now you can open up your map again.
  12. Mod is now up to date with A24. Updated the download links in the original post.
  13. Very nice work everyone! loving the new options in atlas in particular
  14. Man Playing Trombone on Motorbike.mp4
  15. Ya'll do a @#$% ton of work and barely get recognition from it, it's almost a crime. It impressed me while being on the dev IRC chat how many work you all are doing behind the scene, while still helping out noobs like me with small problems. I saw alot of tickets being made/solved/adjusted. So thanks devs for all the hard work so far and getting this next release ready.
  16. It's pretty much the only thing that keeps my mod from being entirely automated. I already have the code finished to do all the location mapping automatically but i cant use it because the previous spot will be visible without a manual workaround. Maybe one of the devs want to make a function in the future for us to reset exlored areas, but i'm sure they are busy enough as is already. Still hoping though
  17. Small update. Added a new variable to a map's script: // Setting this to true returns player entities to their original spot before randomnization (useful for atlas). var g_atlasEditor = "false"; It does what the comment says. I also recommend loading in TriggerHelper.js in your map's xml file so atlas editor can open the map without any errors. Check my maps in the mod as examples. Updated the OP download. Not relevant anymore.
  18. If you don't see the issue you are likely a part of it.
  19. @MarcusAureliu#s If you could host it either friday or sunday i'd like to join too, saturday is the only day i can't. Otherwise np, have fun!
  20. I think a better solution would be that the mercenaries get demoralized, meaning their stats (ATT/DEF) will be lowered if you dont have the resources to upkeep them. Im not sure if this upkeep mechanic fits into the game at all though, but it's not a bad suggestion.
  21. I still like this idea i had about this; Make mercenary cost relatively low at the start of the game and increase the price every time the unit gets bought.
  22. Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! grapejuice_r12_a26.zipgrapejuice_r12_a26.pyromod
  23. Hi all, I've made a new map that is actually a remake from a map in Red Alert 2: Yuri's revenge. I've played this map quite alot back then because it was definitely one of the harder maps to play out there. It felt as if the AI was extra aggressive on that map in Red Alert. I really like the layout because you can do pretty much any strategy you like with it. Anyway, here a quick comparison: This map will be included in my new mod that includes player position randomnization and makes sure that ridges cannot be abused by ships by unloading units over them. I've done my own take on the iber defense on the start of the game which can be seen in the screenshots below. Download my mod here New mod: Grapejuice - Game Modification - Wildfire Games Community Forums
  24. Wouldn't a render range (aka render distance) limiter give a decent boost too? Because if we tilt the camera top down you get much more fps then a side view. Or maybe a slider in the menu to limit render distance for x+z coördinates while ignoring height ( y ) from the equation. Just thinking out loud here.
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