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Grapjas

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Posts posted by Grapjas

  1. 7 hours ago, Philip the Swaggerless said:

    Limited Ammo.  Grapejuice mod had limited ammo, which I thought was quite interesting.  However, I never played any team games with it.  @Grapjas how do you feel about the way the limited ammo concept worked?

    I'm gonna be honest, i don't play my own mod (only tests). There are a couple of reasons for it. 1. Bots are no challenge 2. I made this mod for others, not for myself. 3. I'm using it as a learning experience.

    I haven't experienced a teamgame with players with the mod either, so it's hard to judge. You also can't really isolate and judge the ammo mechanic from the rest that's new in the mod though. e.g. Ranged have much more damage because they now have ammo, and they are generally lightweight so can manoeuvre fast but die easily. And they also have secondary weapons in case they run out of ammo.

    I think it's best to leave ammo as an optional thing because i think there is a great divide with people that are against it and in favor for it. It could be fun though if it was a game option you could check, but imo you at least would need to buff their damage and give them secondary weapons too to actually pay off that they have ammo.

    • Like 2
  2. I personally like the way it is tbh. Capturing can be- and often is- done faster then just bashing your melee weapon against a building. Which means you need to have a little more awareness and have some troops ready to garrison your important buildings. But the capture and instant delete mechanic is pretty awful. There at least needs to be a timer before the user can delete the building after capturing e.g. 1 minute.

    • Like 2
  3. 7 hours ago, real_tabasco_sauce said:

    ranged units behavior is to target the closest unit first, so increasing melee dps will change little. Currently, you can manually target enemy ranged units, which requires a lot of clicks, and is surprisingly effective, but for the most part meat shield wins. 

    Alternatively, there could be made a button to reverse the targetting behavior when enabled. When the button is enabled, they target units furthest first, when it's disabled they target closest first.

    • Like 1
  4. 15 hours ago, Yekaterina said:

    Furthermore you don't always have enough space to build them especially when the host picks a pizza map

    Just because you have an option to play with cavalry doesn't mean that it should always be viable. RTS is simply about adapting to the game you are in at that moment with the tools you've been given. Which is why pizza maps (or other weird settings) can be fun, because it shows when someone relies on a strict strategy across the game.

    • Like 3
  5. 3.1.5 update

    Minor unit fixes and fixed xerxes_chariot even though it's not used at all anywhere in the game afaik.

    @Unkind98 Sorry for the long wait, the issue was more annoying than anticipated and didn't have much time.

    Updated original post download links (and once approved on mod.io).

    • Like 1
  6. Hi @AlphaEpsilon290 and welcome,

    My tips would be to try break pattern in terrain textures, take about e.g. 3 main terrain elements and add to it with a small brush where needed. Play around and note the difference between left click terrain painting, and right click terrain painting.

    It's also nice to not only break terrain textures, but the terrain itself too by adding some height differences like holes, bumps, mountains, hills (and by texturing those accordingly) etc.

    Wildlife and nature can do some wonders to the atmosphere and setting aswell. If you want this map to be played without the unlimited resources setting, it's standard to have the following resources near the civic centre: About 10 chicken and 5 bushes for food, some straggler tree's nearby for early wood without needing a store house, and a big metal and stone mine about a farms reach away from the civic centre.  Ofcourse you don't neccesarily have to follow this standard, but it can give you an idea.

    Good luck and have fun :) 

    • Like 1
  7. @Unkind98 thanks once again for reporting an issue. Chariots aren't supposed to have a melee attack (yet), which is why it errors. I did it by mistake and will be fixed soon. I appreciate it.

     

    (github was actually updated just didnt make a release for it yet)

    • Like 1
  8. On 10/02/2022 at 1:30 AM, Unkind98 said:

    I get this error when I select a castle of Briton civ (other castle and/or other trigger also possible too, idk). When selected, the castle not showing heroes, arrow cart and special tech; instead, the error lines keeps appearing.

    Thanks for reporting, i'll look into it.

    • Thanks 1
  9. 22 minutes ago, LetswaveaBook said:

    Also I have been thinking about differentiation and what I would consider interesting is giving Persians skirmishers that cost -20 wood and have 20% less attack. It would symbolize their larger infantry numbers that were not their main force. The skirmishers have -20% attack, but with +10% population space you will still have a potent force.

    I kind of like the idea. More logical would be to do this for archers i think as they generally came in larger numbers than skirmishers. But gameplay wise i think doing it for skirmishers is better.

  10. Individually micro'ing units pays off more than it doesn't and makes your army fight more effective than the enemy who doesn't or who uses all that time to walk close to your army and then to press H. And i'm not saying it's viable in all circumstances. You assume to much. Anyway, at this point there are alot more things to consider that's not even related to what we are discussing here like army composition, how cooperative pathfinder is for the player that doesn't micro, player skills etc. 

    13 minutes ago, chrstgtr said:

    it is in an entirely different context that will require different considerations than what exists now while still preserving what already exists

    In that new context the point remains the same, it will get easier the better you get at the game. It's just something to get used to for a short moment and then it comes naturally. And when it does it's much less micro then before.

  11. 18 minutes ago, chrstgtr said:

    is just a use of more micro, which you said won’t exist.

    Didn't say this at all. I said i doubt it. Attack group reduces the basic micro that's already there is what i'm saying. You honestly can't disagree with this. How is painting an area to target units more micro than invdividually selecting unit per unit with alt? If that's how you feel we might aswell stop discussing this further with eachother.

    24 minutes ago, chrstgtr said:

    What you banally describe as an “over complication” most others would describe as skill

    Which is pretty much what i said. I said the thought process you discribed will come more naturally the better you get at the game. 

    • Like 1
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