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Grapjas

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Everything posted by Grapjas

  1. 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.
  2. 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
  3. 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.
  4. If you don't see the issue you are likely a part of it.
  5. @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!
  6. 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.
  7. 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.
  8. Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! DOWNLOAD For A26 i made this temporary release, which should work fine but isn't tested much and the han are excluded. grapejuice-3.1.7_A26_semirelease.zipgrapejuice-3.1.7_A26_semirelease.pyromod A25b versions (old) grapejuice_3.1.6_A25b.zipgrapejuice_3.1.6_A25b.pyromod text version of mod features
  9. 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
  10. 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.
  11. It's so cool how something of old times that is now a ruin can come alive in 3d art.
  12. You are comparing a gallop vs sprint though. A horse can sprint around 80-88 km/h. Which is about ~25% faster than a camel sprint. And obviously the horse has alot more stamina but thats irrelevant for the game. Well how a game plays is rather subjective. The other prefers realism, the other balance. Either way, making camels slower is more accurate, and balances them well. I dont think you should bend reality just because its a game but rather only if its the last resort to making a solution. Breaking immersion with unneccessary fantasy elements can be a deal breaker to people.
  13. Well you are still able to trade though. Also might be an idea to start the prices relatively low for mercs, then increase the price a little each time that unit gets "bought" all the way up to a certain (expensive) limit. I dont know how slow they were, but they are still painfully slow though. Which is fine to me considering how tanky they are
  14. Hi, hold ctrl then press right click. to learn other shortcuts, click menu -> manual.
  15. I like this. If you calculate camel top speed vs horse top speed irl a camel would be about 25% slower. I like this too. But because you hire mercs they shouldnt cost food/wood in my opinion, just raise the stone/metal price. Even though most people think slingers are OP, i think the balance between archers/slingers/skirmishers is nearly perfect in itself. It's the army with the better mix (or straight up fantasy heal spam) or micro that often comes out on top.
  16. Before installing i get During installing i get log Dont know if you need this info but i got the latest .net framework installed.
  17. hi @nifa, welcome and thanks for sharing! Does this mean you're already committed into making this map, or is it available for other map creators?
  18. I get the following errors when i try to build solution: The build solution attempt i made after that yielded something different: I use Visual Studio 2019 and the 'Visual Studio 2017 (v141)' toolset. The active configuration is set to 'Release'. I took the code from: 'git clone https://github.com/0ad/0ad.git'
  19. Yeah i figured. Does this mean what i'm trying to do is impossible though? Repositioning the camera in whatever way? Kinda would make this entire project useless tbh..
  20. Have you got some sources/presentation to go with it? Otherwise i'll check when i'll have the time to do it. Thanks for sharing though
  21. It does so correctly, but because i'm randomizing the positions of players it just takes the old spot where the player was.
  22. @badosu Engine.CameraMoveTo(1000, 800); <-- should be correct, but doesnt work. Gives back 'CameraMoveTo is not a function' even though it's literally used this way in other scripts, like your monitor mod but also in vanilla. Must be a root level issue. QueryPlayerIDInterface(1).SetStartingCamera(1000, 0); <-- Throws no errors but doesnt do anything either. Do you maybe have ideas on how i could manipulate where i want the camera to be? It's my only issue left right now with this mod.
  23. hi all, I had this idea, lets make a thread for map creators where they can get inspiration from. Many of you probably know alot about history especially around 0ad timeframe, and know about interesting battles that have happened or places to recreate. The idea is to share that information here, so that a map creator can pick it up and start working on it. To keep things clear with a nice overview it's probably best to use a format e.g.: ---------------------------------------------------------------------------------------------------------------------------------------- Name: Battle of Thermopylae Type: Historical Battle - Sources - Docs Source Vids Source Pictures Source Source Maps Source Comments/explanation ---------------------------------------------------------------------------------------------------------------------------------------- If you wish to contribute i'm sure the map creators will be thankful, at the very least i am. Copy and paste the format from above and start sharing (Keep the comments/explanation in a spoiler tag please, for better readibility of the forum). Looking forward to learn some new history. A few last notes. If you as a map creator decide to start working on one of the projects, please call it out in the comments section to prevent more than 1 person working on the same thing. If you decide to share a battle/historical place make sure your sources are solid, i learned from battle of thermopylae that alot of sources are not credible and often contradictory. Sometimes more than others you will get fed biased information/stories much like the spartans themselves did.
  24. To add to stan's answer, an unassigned player is also useful for making scenario maps where you can spawn an uncontrolled player and then control them via scripts. Example: A historic battle scenario where 2 players are allied, 1 is controlled by the player, 1 is unassigned but controlled with scripts (Also, Petra AI wont do anything without a CC).
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