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Grapjas

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Everything posted by Grapjas

  1. I haven't checked that out. Tbh i never checked how to mod 0ad ever, this mini project is the first. Are filters only useable with js? I'll check it out, probably will come back with more questions.
  2. I'm not sure i follow. In the atlas editor you see a farmfield. You can just target that to move the barrier around.
  3. This site is probably useful to people. Works very much like Photoshop. Can open psd, gimp files too. There are no pay-walls afaik. Completely free and no install is needed. Photopea | Online Photo Editor Good luck.
  4. @Stan` would you be willing to put this into the base of the game? I think it's quite an important tool for map makers who want functional ridges without destroying their visuals. In any case, if anyone needs it / want to use it here you go: invisible_obstruction_field.rar It's a farm field that belongs to no-one, is visible in atlas only. Blocks any units from moving over it, also when submerged in water. Place the template files in simulation-> templates Place 'invisible_obstruction_field' in simulation-> templates -> structures Once you've done that you can find it in the map editor under the name 'invisible_obstruction_field'. Example: Base Profile 2020.12.15 - 15.54.54.04.mp4 :
  5. I got it to work, and it does it's job perfect @Stan`. However i do have another question. Do people need to download & install the custom templates i made in able for it to work, or is it included in the map data itself somehow?
  6. I noticed in the map editor that when you place a tree underwater, a ship can't go 'through' or, better said, over it. This can be extremely handy to safeguard ridges that aren't meant for ungarrisoning by creating a underwater barrier of trees. You can place them quite spacious so performance wise it costs nearly nothing. However, the problem with using real trees is that the workers on land will try to reach it infinitely. So that's bad. My solution to this is to implement a horizontal log (wider = better) that: Doesnt float, so it doesnt impact map visuals. That can't be chopped, but is persistent. Just like a tree. Have no idea where to start though. Or maybe someone has a better approach to it or hopefully point me in the right direction.
  7. Thought i'd share this one. Was a nice game to play all around, everyone played well. It was very well balanced and there was action non-stop. The game is about 1½ hours long (with the lagg accounted for). Probaby the most notable thing is that we didn't get DDOS, lol. players: T1 Darkcity Akazid (Dizaka ig) Nagasushi Ivaylo_Uzunov T2 Grapjas Fpre Cobrakai Berhudar Near the end some wanted to call a draw, not all players agreed. A last push was done and that team won. 2020-12-11.rar
  8. Some ridges are wider and can still be used to haress enemy economy with ranged units. But they are unable to go to mainland from there and depending on the spot, they will be stuck and you cannot retrieve them. I kinda liked the extra layer of strategy to it. All ridges should be safe from any units entering over it. If this does happen i'd love to hear it so i can fix it. In my case, i noticed the red waves come from the in-game graphics option "Water refraction". @badosu Feel free to add this map to your balanced maps mod if you want.
  9. Couldnt reconnect to said game at all too (EDIT: After getting DDos), straight up dc'd me and server refuses connection for a while. commands.txtmetadata.json
  10. Being Ddos'd into oblivion as we speak. Was playing in @nani 's game. The usual thing, can't do anything for a few mins outside of 0ad too. Cannot even connect to the lobby for a good while even though internet works again. Network showing spikes too. commands.txtmetadata.json
  11. I'd like that. It's maybe best to wait till i fix the ridges though. I don't have much time on my hands right now but i will get to it. I don't know how to do this, but i could look into it.
  12. Wth an earthquake has happened it's a mystery island after all. Details Screenshots Ps: does anyone know why i have red waves in the water? Edit: In the current state ridges can be abused with ungarrison from ships (AI doesnt do this though), however the units will likely get stuck. Ungarrison range seems to be huge. I'll fix later somehow
  13. Would be really cool to be able to hollow out terrain to create something like this: Probably easier said than done though, to implement such a thing.
  14. It is, but i think @nani is subtly telling me to make less crappy looking cliffs while keeping it's purpose.
  15. @nani dont know which edges youre talking about though.
  16. X marks the spot 2v2v2v2 or 4v4 - Grapjas This map has been included in my mod with features as position randomnization, obstruction templates, and custom iber defense setup (on start of the game). Download here New mod: Grapejuice - Game Modification - Wildfire Games Community Forums
  17. I'd like to help out here. Is the to-do list up to date?
  18. These days we can barely finish any game without these 'disconnects'. In some of these cases my inet stops completely for a few min. Then it works again. After rejoining same thing happens. Also because of this i stopped hosting altogether, even though i liked hosting games and went fine before this was occurring. commands.txt metadata.json
  19. Nice job on the mod, works really well. Is it possible for you to add extra camera height? Comes handy for better overall view when testing maps or if you simply just want more view. I Also like the quickjump to player when clicking civ emblem.
  20. I understand this concern and share it somewhat too. However, you dont neccesarily have to have the fights at the passes, and you should at least have 2 passes (In a decent tg) you can cross without being bottlenecked too much. However this would require some testing with actual players because that displays things much more accurately. I would even like to host a game as an observer for 8 people just so i can see best what needs improvement. I already have a plan B if bottlenecking does occur to much, which is simply making passes wider. I appreciate the feedback for sure though.
  21. Hi all, Description: Made a new map. The place is fictional. It's overall design is meant to be balanced for both teams and thus i aimed this map to be played at both a casual, but mainly competitive scale. General info: Map size: Normal Players: 8 Layout: Top-side against bottom (However, you could get creative with a different setup) Biome: Desert Resources available: Enough (Depending on game length ofcourse) Key features: Aimed for balance for each lane. The enemy on the opposite side has the same resources available as you (Wildlife, metal/stone etc), unless he expands in a different lane. However this does not mean every lane is the same, it just means the lanes are seperately balanced. Each lane has 1 extra metal and stone placed in the middle, meant to be fought over. Bottleneck crossings (or bridges). The idea was to have it actually look like a passing in the sense of a bridge, but to my knowledge i can't actually hollow out terrain. Anyway, these are the only way to reach the other lane. Lion packs. Wildebeests and goats, which actually occassionally walk out of the valleys. Not too much wildlife though (for performance). Each valley has 3-4 wildlife in it that could walk out, making them available for gathering. Even though wood might look somewhat scarce, they are densely packed. Lanes (Starting from West to East) Other screenshots: As always, constructive criticism is welcome, and if people have suggestions to balance it better i would love to hear it. Would love to playtest this map with 8 peeps for true testing, because AI don't really oppose a challenge in any way. Have a nice day all, - Grapjas Valleys.rar
  22. Map looks great, you obviously put alot of time and energy in your maps. I will have to try this one out when i have the time
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