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Grapjas

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Posts posted by Grapjas

  1. 23 hours ago, alre said:

    If it was someone decent at his job to make the structure of the ram, no man waved blunt weapon can ever destroy it. Not to mention swords.

    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 @#$% 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.

  2. 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.

     

  3. 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.

  4. 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.

    9 minutes ago, wowgetoffyourcellphone said:

    Heroes already give the buffs you're talking about, so then Priests just become mini heroes?

    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).

  5. 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. 

    • Like 1
  6. 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.

  7. 5 hours ago, badosu said:

    What is an 'Unassigned' player?

    521682280_image(1).png.067edd44f6bd52ca54c9fb3630ddb54f.png

    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.

  8. @badosu have you got any idea why i cant use the popped position?

    Spoiler

     

    let availablePositions = ["A", "B", "C", "D", "E", "F", "G", "H"];
    let lastPosition = availablePositions.pop();

    Trigger.prototype.spawnPlayers = function()
    {
        availablePositions = shuffleArray(availablePositions);
        var p1 = TriggerHelper.SpawnUnitsFromTriggerPoints(
                availablePositions.pop(), "skirmish/structures/default_civil_centre", 1, 1);
        TriggerHelper.SpawnUnitsFromTriggerPoints(
                lastPosition, "skirmish/units/default_infantry_melee_b", 2, 1);
        TriggerHelper.SpawnUnitsFromTriggerPoints(
                lastPosition, "skirmish/units/default_infantry_ranged_b", 2, 1);
        TriggerHelper.SpawnUnitsFromTriggerPoints(
                lastPosition, "skirmish/units/default_support_female_citizen", 4, 1);

    };

     

    Everything spawns, but the units only go for position "H". 

    Never mind! figured it out! progessss lol.

  9. 15 hours ago, badosu said:

    If it's not rmgen u need to import the libraries

    I already tried doing this with: 

    Engine.LoadLibrary("rmgen");
    Engine.LoadLibrary("rmgen-common");

    but it gives me: Engine.LoadLibrary is not a function. 

    If i understand this correctly; it's because it's a skirmish map, and not generated from the ground up in js.

    ----------------------------------------------------------------------------------------------------------------

    11 hours ago, badosu said:

    Wait, if you are doing this on a skirmish map players will start already with cc.

    which is why this was plan A;

    On 19/12/2020 at 2:22 PM, Grapjas said:

    Plan A: I already have 8 CC's on the current map im making where i want them to be. I was looking for a way via js to change ownerships of said CC's randomly on start of the game.

    ----------------------------------------------------------------------------------------------------------------

    I've tried working with triggers before i tried to incorperate rmgen with a skirmish map. It does somewhat work (at least i was able to spawn something which gave me hope, lol) but has major issues. What i did was delete all the CC's on the map in atlas, then let triggers spawn CC"s at the start of the game. 

    The script:

    Spoiler

    Trigger.prototype.spawnP1 = function()
    {
        var p1 = TriggerHelper.SpawnUnitsFromTriggerPoints(
                pickRandom(["A", "B", "C", "D", "E", "F", "G", "H"]), "skirmish/structures/default_civil_centre", 1, 1);
                
    };

    {
        let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
        cmpTrigger.timerspawnP1 = 0;
        cmpTrigger.DoAfterDelay(cmpTrigger.timerspawnP1, "spawnP1", {});
    }

    The issues:

    1. This way it's very likely that players will spawn on top of eachother, and i understand why it's happening, but don't know how to fix it. @badosu in your code you popped one position out of the equation if it was used, but idk how to do that here. 
    2. I don't know how to spawn a group of units/building. I've tried understanding maps like danubius and jebel for this, but can't figure out how to create and use templates and make a proper connection to them from this. I've tried 
      Spoiler

      var baseTemplate = [
          { "count": 1, "templates": ["skirmish/structures/default_civil_centre"] },
          { "count": 2, "templates": ["skirmish/units/default_infantry_melee_b"] },
          { "count": 2, "templates": ["skirmish/units/default_infantry_ranged_b"] },
          { "count": 4, "templates": ["skirmish/units/default_support_female_citizen"] }

      ];

      Trigger.prototype.spawnP1 = function()
      {
          var p1 = TriggerHelper.SpawnUnitsFromTriggerPoints(
                  pickRandom(["A", "B", "C", "D", "E", "F", "G", "H"]), this.baseTemplate, 1, 1);
      };

      {
          let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
          cmpTrigger.timerspawnP1 = 0.01;
          cmpTrigger.DoAfterDelay(cmpTrigger.timerspawnP1, "spawnP1", {});

      }

      which gives me syntaxerror: missing ] after element list (the format is probably completely wrong though).

    3. The map needs to be compatiable with AI for the people that like to play with them. Right now i get error "petra AI doesnt know how to interpret this map", likely because the AI gets loaded before the CC's are spawned.
    4. Unassigned players CC need to be deleted via js, like @Stan` already said. Or they simply just shouldnt spawn at all if there is a way for the script to check if the player is assigned before placing the CC's. Haven't looked into this yet because the other issues have priority tbh.

    ----------------------------------------------------------------------------------------------------------------

    6 hours ago, Stan` said:

    You can save terrain data in the js file I believe.

    Is this so that i can use it with rmgen? Also what is stored in terrain data? elevation+textures?

    ----------------------------------------------------------------------------------------------------------------

    This is all i have right now.

    Don't laugh at my nooby codes :LOL:, i do plenty myself.

  10. @badosu

    let fixedPositions = [    new Vector2D(x:434, y:562),
                            new Vector2D(x:466, y:946),
                            new Vector2D(x:526, y:1392),
                            new Vector2D(x:892, y:1365),
                            new Vector2D(x:1224, y:1390),
                            new Vector2D(x:1334, y:936),
                            new Vector2D(x:1303, y:517),
                            new Vector2D(x:866, y:499), 
                            ]; 

    gives me syntax error: missing ) after argument list

    Can't find out why. 

    Also one probably important thing i forgot to point out, is that i'm not using rmgen, because it's a skirmish map and i assume they can't work together. Starting to think i bit off more than i can chew though, im not a scripter at all. 

     

  11. 59 minutes ago, Grapjas said:

    I already have 8 CC's on the current map im making where i want them to be. I was looking for a way via js to change ownerships of said civs randomly on start of the game.

    I just realised this gives problems if there are less than 8 players, there would still be extra CC's. So no-go i guess. zzZZzz it's not easy being stupid.

  12. 4 hours ago, badosu said:

    Also, can you describe what you mean here? The player is literally the CC and the entities they start with, I'm not sure what you want.

    What im aiming for is: I want fixed starting places on the map, but randomize to which fixed place the player will be assigned to. This way e.g. player 3 wont always end up on position 3, but can be assigned to position 8, or 5,  etc. However the team members need to be adjacent to eachother. Im not sure i can formulate it clearly than this :unsure:

    Plan A: I already have 8 CC's on the current map im making where i want them to be. I was looking for a way via js to change ownerships of said CC's randomly on start of the game.

    Plan B: Delete current existing CC's, let the gen make bases for players, but at 1 of the 8 coördinates provided in the code (if possible at all).

    I'll crack my brain with your code :self_hammer:, ty for help.

  13. I'm trying to give players a random position on the map im currently making. I took a look at the rmgen scripts but im a lil lost honestly. 

    To be clear, my map already has civic centers placed, aswell as the resources, so these things do not have to be randomized. The only thing i want random is where each player will be put into existing CC, while being adjacent to team members.

    If up until this part of what i'm asking is not possible the way i discribe it, is it possible to make a custom rmgen2 script and put the exact coordinates where i want players to have their CC placed?

    I think i need some parts of rmgen2/setup.js but im doubtful as to how to approach this.

  14. 4 hours ago, jpsouzamatos said:

    I'm only understood that left click selects and right click orders.

    How to create new buildings? How to unlock new techs? How to explore the map? How to increase the population? How to make the nation stronger than other nations?

    Check this game manual out. It answers most questions you have well, along with vids.

  15. 1 hour ago, wowgetoffyourcellphone said:

    No problem! I could make a new actor using the wall model plus a loud neon color so the obstruction object is very obvious in Atlas what it is. Right now the map maker might forget what it is since it has the skin of a standard stone wall. 

    Yeah that would be helpful in some occassions like campaign maps. I'm interested in how you would do such a thing though, to learn from it. Which programs you use for the tasks etc.

  16. 6 hours ago, Nescio said:

    Well, I don't have objections to including a generic `template_obstruction.xml` in the public mod, provided it does not include more lines than strictly necessary. Have a look at the trigger points.

    Would this be acceptable? 

    Only 2 files total, 1 for each version.

    obstruction.rar

    I guess templates -> other, would be the best place for it, but i'll leave that to you.

    Spoiler

    image.thumb.png.a97c7aeebda87a8e3ae0d0a553463412.png

    your code was more useful then anticipated @wowgetoffyourcellphone. I tried many other ways and failed.

     

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