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Everything posted by Grapjas
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Strange disconnection issue. [PLEASE UPLOAD REPLAYS]
Grapjas replied to user1's topic in Help & Feedback
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 -
Are you aware of the scale of DoS attacks?
Grapjas replied to badosu's topic in Game Development & Technical Discussion
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 -
skirmish maps Skirmish map: X [~balanced]
Grapjas replied to Grapjas's topic in Scenario Design/Map making
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. -
skirmish maps Skirmish map: X [~balanced]
Grapjas replied to Grapjas's topic in Scenario Design/Map making
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 -
skirmish maps Skirmish map: X [~balanced]
Grapjas replied to Grapjas's topic in Scenario Design/Map making
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. -
skirmish maps Skirmish map: X [~balanced]
Grapjas replied to Grapjas's topic in Scenario Design/Map making
It is, but i think @nani is subtly telling me to make less crappy looking cliffs while keeping it's purpose. -
skirmish maps Skirmish map: X [~balanced]
Grapjas replied to Grapjas's topic in Scenario Design/Map making
@nani dont know which edges youre talking about though. -
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
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I'd like to help out here. Is the to-do list up to date?
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Strange disconnection issue. [PLEASE UPLOAD REPLAYS]
Grapjas replied to user1's topic in Help & Feedback
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 -
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.
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skirmish maps New skirmish map: Valleys
Grapjas replied to Grapjas's topic in Scenario Design/Map making
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. -
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
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New skirmish playable map - Cyprus
Grapjas replied to AtlasMapper's topic in Scenario Design/Map making
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 -
- Converted to skirmish map, which gave errors before. Also should note, if you change your ally (trader) to petra, he will send you resources from time to time to help out. Standard it's still off because i like the challenge. Up to you to change that in the menu. This is now also explained in the map discription. - Optimized building terrain for starting position 1 slightly. - Fort now has 10 garrisoned units. This is to counter Gaia taking over the fort, aswell to make it more difficult to capture. Updated original post's download.
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As you can see i did this map in 3 days, without ANY knowledge of the game or atlas. The only real help i got was feneur's tip on how to delete decals. So i do figure out almost everything myself. You also gave some input, but at that time i was already changing it. I also did some Photoshop and Autodesk Maya work (mainly Fx) but thats more than 5 years back. I can mix & master audio. I create music and i have sold some of my beats. though i saw in a post somewhere that you guys want to use 'real instruments', which i do not have. So i could only mix and master where needed. I did run my own private WoW server when i was 15 (7 years ago) for about a year but this was more a fun server. Required alot of script reading and tweaking though. At that time i also was busy with designing and creating websites, but that what i know is oldschool (Html), though i can still understand codes. e.g. The XML for this map wasn't excactly hard for me to understand. So i lied a bit when i said i was a complete noob, but my knowledge is definitely dusty. However i do see this as a community, so i find it logical to ask things here. I am a teamplayer and motivated, but a certain level of respect for eachother is the most important part for me to be able to work in a team.
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Hi all, I've made new changes/upgrades to V2. Changelog: - Changed the trading islands. They look visually better now and have a proper defense tower instead of a wall tower. Both defense towers have 5 ranged units garrisoned inside at the start of the game. I should note that when you Ungarrison the tower it will go back to neutral (Gaia) because it's not within your borders. keeping it garrisoned fixes this and serves for a stronger defense point. - Changed the ridges at starting position one. When i played against petra there appeared to be a small path available through the ridge that wasn't suppose to be there, making it too easy to just walk into the base. Also repositioned the CC at starting point 1 (player) so it looks better and make it less "floating". Visually it looks better and less flat. - There was 1 bugged palm tree on Rano Raraku that could not be chopped down. Fixed. - Changed the water to match it more with the real island. The color is now Aqua and darker like in the picture below (still missing the foamy shores though :S). - Added more fish, decals and wildlife (Tall grass has some surprises now :D). - Replaced decal shipwrecks on the sea for actual treasures shipwrecks. - Matched map overview angle to the topography image (for a better comparison). I also wanted to garrison the fort with units to make it harder to capture, but i wanted to consult with you guys first about that. I need opinions! Updated the orginal post's download and info for the latest version (V2.1). I hope ya'll like it. Peace! - Grapjas
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Hi all, This is my new downloadable and playable update for the map. I completely threw everything around and aimed for more realism in structure and texture. The big question mark happened when i flattened the old version of the mountain/volcano. It litterally transformed into a question mark because of the cliff texture that was still there, it was just connected all the way through. I kinda liked it because the island is a mystery itself so i kept it in and made a dot for the question mark . Based on niektb suggestions i changed it the way it was (cheers for the feedback once again!). Now lets have a look at some screenshots and afterwards ill explain some things; Both players start with an ally controlled by a bot that does nothing and only has a dock. He can be very useful for trading. I tested the docking area's at both starting points. Also checked if the position of the CC on starting position 1 would give issues, it should work perfectly on all civilizations. I also took the largest ship i could find (the one that supports 10 catapults?), and checked if he could leave the bay area on starting position 1 without getting stuck. Which works perfectly. Position 2 has obviously more space so that's no issue. You start with a wall tower on the island where your allies dock is located, so you can keep an eye and have a small early game defense, which you can garrison ofcourse for more firepower. There should be enough, but not too much resources on the map for each player. To have the upper hand you will have to checkmate your opponent, may it be player or bot. Though i haven't had time to test this all the way through just yet. It should be fine though. To either dominate the sea or the hill should give you alot of advantages. e.g. King of the sea More than enough flanking options are available from the sea, not to mention that resources are in the water. Besides that, you can capture your enemies dock to disable his trading advantage and expand yours. King of the hill This is a immensely strong defense position with ofcourse the ability to expand. Besides that, you have additional resources available close to the fort. Ultimately, dominating both should lead you to a win easily and humiliate your opponent. Below is the updated and for now official map discription; The game is set-up properly upon choosing the scenario. This is also defined ingame at the lobby screen. Since i don't know how to make it a skirmish map, I've created the scenario for each civilization which is defined in the file name, but also ingame in the mapnames. Choose your favourite civilization and play it like a skirmish map. However if you want to battle a friend, you need to do a slight modification in atlas to give him the wanted Civ. The starting position is always 1 when playing solo, unless edited else in atlas. That's it! (finally) I hope to hear some feedback and i will continue to improve this map where needed. Peace! - Grapjas