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Grapjas

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Everything posted by Grapjas

  1. Well it's trying to load a bunch of DE templates (and/or art/models w/e) that don't exist in vanilla, so trying to start it without DE won't work. Likewise a map made in vanilla might not work in DE because they might have restructured/renamed templates (idk haven't looked into their code). You'd probably need to make 2 completely seperate maps if you want a vanilla version and a DE version, since i'm pretty sure DE touches ALOT of files (even stuff like trees i think). If you enabled the mod you will see a mix of vanilla and DE stuff in the scenario editor, you want to disable the mod if you wanna make a vanilla version.
  2. Honestly looks really good for your first map. My first looked quite @#$% in comparison. Good job.
  3. Hi i've been unmotivated to work on Grapejuice, there is a version that works with A26 but han civ is excluded from the mod because i haven't rebalanced it yet. You can download it here Release Grapejuice 3.1.7 (A26) [semi release] · Grapjas93/grapejuice · GitHub
  4. The reactions here are the only ones im aware of. As for it not showing up i'm not sure off the top of my head without looking into it.
  5. @BeTeOh boy, thats an old map i made lol. I doubt it will work and could look into bringing it to current alpha (and make it prettier). Do you get errors or does it simply not show up?
  6. Imo ideally every department should have it's own leader to spread the load, intaked and assigned by someone who knows a bit of everything. But we don't have that luxury. I think you can count all active devs on one hand. Putting everything on 1 person again will just lead to burnouts. Btw the original post is top tier trash, at least catch yourself up to the history before saying all that. Or get your own feet wet in development instead of making demands. Like alre said, you don't even seem to grasp the concept of an open source project.
  7. You've been a massive pillar for the project, and your energy did not go to waste. Thanks for teaching me the ways of 0 A.D. Senpai.
  8. He has swimming animations so maybe you can take a look at how he did it. PortA24ToA25 – Wildfire Games PortA25ToA26 – Wildfire Games PortA26ToA27 – Wildfire Games Though, earlier alphas don't have that wiki, but it might be helpful for error solving anyway. Vladislav probably knows more about the glow shader and mp4 support but don't really wanna ping him tbh (don't wanna bother him).
  9. Thats pretty fun stuff. When you talk about FPS, what stage of the game are we talking about? The start of the game? How fast does your battery deplete when not on cable? Obviously won't be able to play anything competitively and should probably stick to low pop games but it's cool that it works nontheless.
  10. It's mainly the tone someone brings it in is how it will be perceived, there were good bug testers in the past but had poor attitude, imo anyway ^^. But no matter the tone, if it has merrit something needs to be done with it for sure.
  11. Some modders have way bigger fish to fry with new alphas, lol. Btw, you might want to bookmark PortA26ToA27 – Wildfire Games if you're going to keep modding.
  12. Yeah my bad i was looking at SVN but those file names will change with the future alpha, just so you know. ^ This will become irrelevant for example [1] [2].
  13. It's telling you this file doesn't exist. Check for typos and compare it with javelinist actor for example.
  14. Nice. Though i'd been more in favor of changing hack to pierce damage since tusks either pierce with headbutts or do crush damage while doing swings, and swap the crush and hack values. And on a sidenote, units that wear shields should probably get a little pierce resistance buff, which would also give a different outcome to the champ ele vs champ swords discussion there. But thats alot of variables to balance, i know. Oh well.
  15. I don't think that's ever been the mentality of the devs. I don't necessarily see this as a problem, but more of a strength and weakness diversification between civs. When theres a wall it generally means there is a wall gate too. But you should still be able to brute force your way through walls with rams, just less efficient. Elephants are also still a thing, but imo they could use a rework aswell (much less siege dmg, more unit dmg, add splash dmg, trample etc). I personally wouldn't simulate this ingame. Balance is also important in single player btw and a perfect balance doesn't exist, you can only come close(r) to it. But if it would be a close call to enriching gameplay vs balance, i would vote enriching gameplay for sure.
  16. It's kind of in the name though, on easy AI it should be easy. With that said pretty much everyone knows AI can improve but it's also a difficult task to get right. AFAIK we only have 1 person who is/was working on AI. Well the game is still in alpha, so the bar shouldn't really be that high imo. That's not an excuse but people should also have realistic expectations. Your posts sometimes can come off as belittling, like this quote for example. You are mostly among adults but in any case, even a teenager can make a point. Just saying age doesn't have to be a factor at all, you can learn from youngins and vice versa. So far i've only seen people get into a (positive) genuine discussion with you. My advise would be to not take everything personally. Yes, that can be difficult, but you get better at it the longer you stick around. Which i'd encourage you to ^^. It's obvious that 0 A.D. can be rough around the edges (there are 1441 open tickets atm for example), and everyone can have a different vision for the game (open source curse). But the moddability can almost cure anything (open source blessing). I like this idea and was something i wanted to do with my mod aswell, give them a bonus damage to gates. Making them less efficient against walls, but buffing catapults against walls is something that can be quite interesting aswell.
  17. Not sure you noticed but this one looks really weird, their arms intertwine. It's a typical thing for AI to get arms/hands wrong like that though so idk how you can fix that. Icon is probably going to be small enough to notice anyway though. EDIT: nvm i just saw more up top you use a cropped version of it.
  18. I was also busy with it but no one seemed to give a shite. (apart from Stan giving technical help)
  19. If you want, you can contribute to the game by making a patch. Seems like a perfect beginner patch.
  20. I might do it if i find the time and motivation.
  21. Yeah i just retested this, seems like before i loaded the wrong map. It works as intended and resources will show as 'per player' in the settings window ingame. Though the custom pop cap still doesn't seem to work. @krt0143 are you sure you are saving your map as a scenario and not as a skirmish? You either need to make a scenario map and give players starting resources or make a skirmish/random map and set the resources to high ingame.
  22. @krt0143i just tested it and it happens to me aswell, and it shouldn't. There is a ticket for it but it's old and abandoned. As far as that patch goes, i think Wundersam was on the right path, except that the whole point of a scenario is to have fixed settings- that includes pop cap.
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