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Grapjas

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Everything posted by Grapjas

  1. It's so cool how something of old times that is now a ruin can come alive in 3d art.
  2. 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.
  3. 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
  4. Hi, hold ctrl then press right click. to learn other shortcuts, click menu -> manual.
  5. 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.
  6. Before installing i get During installing i get log Dont know if you need this info but i got the latest .net framework installed.
  7. 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?
  8. 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'
  9. 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..
  10. 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
  11. It does so correctly, but because i'm randomizing the positions of players it just takes the old spot where the player was.
  12. @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.
  13. 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.
  14. 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).
  15. Rams were quite easy to destroy or to word it differently, sabotage (simply cut the rope holding the ramming log). But like Badosu said, you'd still have to reach it first and obviously there would be men inside the rams fighting back. Rams were also used on walls or gates, not on buildings generally speaking. No one in their right mind would open a gate just to attack the ram, thats why they threw/fired/poured all kinds of @#&#036;% all over them from walls. There is also a difference between 1 man swinging a blunt weapon vs 20, thats alot of force, especially if they timed the attack together. Anyway, Flaming projectiles would be neat indeed. Wouldnt mind a stamina system in this game too so certain units would tire out.
  16. Few things I'd like to add to this though, is that spears are very unlikely to do much dmg against a ram from a logical and realistic pov I guess. Swords, maybe little more effective, but still horrible and no one would want to blunt his sword like that (made for cutting flesh, even sucks against armor). Blunt weapons have a large force that can actually offer very good penetration, so that makes kind of sense in actually breaking a ram. I believe a blunt weapon is a heavy armored persons worst enemy, and a sword would be the best case scenario for him. Axes is self explanatory. Also spears being mostly pierce dmg seems accurate to me. Though i do wish pierce dmg had more unique charactistics. Spears can kill rams, just not efficient. Some ingame tips: Try to always have at least 20 swords garrisoned to counter rams and don't use them for anything else. Theres only 1 civ that doesn't have swords (mace), all other civs counter rams just fine with swords.
  17. Please make skirmish maps have a fixed max number of players instead of just fixed. This way a skirmish map can be played with less players, but no more than designed. e.g. a 6 player skirmish map could be played with 4 players too, but not 8. The reason i request this is because an unassigned player will still be spawned, just not controlled. Another reason i'm asking this is because i'm working on a script to give players random positions (with team sorting) on a skirmish map (just mine for now) instead of fixed positions. I'm nearly done with it but the issue described above remains. The max players change + my script should encourage more people to play skirmish maps without having the same positions (which can also give unfair advantage, and gets repetitive). If there are maps that really need a fixed set of players they should be in the scenario department. Once i'm done with my random position script i would actually volunteer to rework existing skirmish maps to include it (which does visually nothing to the maps). But thats probably for another thread. Also wasnt sure where to make this thread but yeah here it is, lol.
  18. Im not quite sure why there needs to be a healer unit in the game honestly. Units healing while idling or in buildings makes sense but other then that... Not really. Yes, they both inspire. But with the champ buff mechanic we might see more mixed armies too. Though i don't mean they should be exactly like my idea, but in my opinion the heal should be replaced with a different mechanic that makes sense and isn't fantasy (without expecting ultra-realism).
  19. I think they are in an OK place... sword bearers are the most efficient against rams. But it would be cool if a ram could only move and attack if it has units garrisoned inside it. The troops pushing the rams inside can be attacked by anything but should get heavy armor bonusses for being in cover. If there is no one inside it, it simply does nothing. For balancing purposes it shouldnt be able to get stolen though, but still be able to get destroyed if empty. That said though, becareful to not use pike units instead of spears against them because they have a very weak attack overall.
  20. Now understand this is just an opinion, but... The way the priests work is obviously pure fantasy right now. I'm suggesting a rework and take the fantasy aspect out of it. I understand for many cultures of any time period, people get inspired by the presence of spiritual leaders. More couragous, confident, morale boost etc. I'm proposing to do exactly that. Make them give allround bonusses that stack per priest (with maybe diminishing returns?) for units around them, much like the druids. Let's say each priest gives as an example 0.7% hp, armor, and attack bonus to affected units. 20 priests give a total 14% bonus to affected units. To make it more interesting, champ units don't receive priest bonusses, but instead inspire the priests themselves, increasing their inspiring efficiency by 0.05% per champion (We might actually see more use of champ units this way too, lol) in the priests aura. For overview of what im suggesting: Replace priest heal for a buff +0.7% HP/Armor/ATT for units inside the aura Champions don't receive priest buffs Instead they increase the buff amount a priest gives by 0.05% I know many like to spam priests, so i'm curious about what ya'll think. The numbers i named are more of an example though i think not too bad.
  21. @Stan` @badosu ive got a few new questions: Is it possible in js to simulate a keypress? e.g. at the start of the game the script presses "." for the player to select the first idle unit. To make the camera jump to a spot on the map?
  22. Unassigned player is neither AI or human player. Though i could still spawn player 2 like this (which is the issue). It's just nothing controlling it. I did find where player assignments are being handled @ gui/gamesetup/gamesetup.js. The issue is probably like you said, can't reach that level, because whatever i try it aint working. I'll keep looking.
  23. @Stan` @badosu would it be possible to store playernames as a variable? looked through most, if not all the documentation but cant find info on it. What i need it for is to filter out the 'Unassigned' players with an if statement.
  24. @badosu have you got any idea why i cant use the popped position? Everything spawns, but the units only go for position "H". Never mind! figured it out! progessss lol.
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