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Grapjas

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Posts posted by Grapjas

  1.  

    3.1.3 version is out now, updated original download links (zip | pyromod). 

    Added mod info buttons in the main menu and the in-game menu, explaining the changes that the mod brings. Mainly useful for people that use the in-game mod downloader because they will never see a read me otherwise.

    1067909844_image(5).png.afb0325266a5a43f7e424c7fed6acc84.png    1923098592_image(7).png.f39b11d818730d307a69f1f9e25f8362.png

    Spoiler

    659781799_image(6).png.16916dfe650dc36606557eb90dc77490.png

     

    On 01/11/2021 at 11:34 AM, Grapjas said:

    the bug remains for resigning players though (unless they had researched the tech before they resigned?). Will be patched.

    fixed.

    Mod credits have been integrated into the main menu credits.

     

    • Like 5
  2. @Micfild you're probably just better off downloading SVN (<- for windows, for other os im sure someone can help) and test it there. Otherwise with every patch now one also has to make a mod file, which likely wouldnt work anyway because the patch is based on a different build (with patches already commited to it). Unless i misunderstood what you meant. 

     

    The balance team can however already make a mod, and experiment with balancing in the current released build. 

    • Like 1
  3. Tbh, there is much that can be said about this subject, and will probably lead into another endless discussion with a lot of different opinions. Here's mine though (lol).

    I'm heavily in favor of rock paper scissors balancing. This way you can really diversify civs from each other and have interesting matches. But for this to work i feel like there would need to be some additional changes like being able to pick your civ yourself in mp matches, and hide your choice from others if you want. Otherwise people can pick obvious counters. But the current way of balancing seems to be more about making civs the same.

    I also feel like the bigger the balancing team gets, the harder it will be to actually conclude and agree on something. Get a small team to do it, the feedback of the people will be the actual guidance on what needs to change.

    15 hours ago, Thorfinn the Shallow Minded said:

    While this is exasperating to people who would like change

    I feel like this is very true and to add to it, the offline playerbase is likely much bigger than the online one, and the competitive scene is actually really small.

    But behind the (forum) screens, there is much need for more contributors on trac and phab. From big tasks like optimizing pathfinding in C++ (<- devs really need someone), to simpler tasks like cleaning up loading tips. Anyone can join the IRC chat for more extensive help on how to get set up if interested.

    • Like 1
    • Thanks 3
  4. 24 minutes ago, chrstgtr said:

    With that said, my best time after 3 attempts was 7:25 using a build order that would make me terribly slow in mid-late game (zero techs; 1 barrack).

    Not going to tell you how to play the game, but i got 07:42 with 2 eco techs (farming + wood) and 2 barracks, which is a little slower than yours, sure. But definitely wouldn't ruin mid/late game with that routine.

  5. 5 hours ago, ValihrAnt said:

    Clicked to 100 right around minute 7 and then had everyone trained 7:27. I didn't take any extra hunt as I think it's really rng dependant to have that. This is pretty much the exact build I use when there is no extra food, except I'd have added an additional farm and the 2nd barrack a bit later with the last few soldiers going to the mines.

    That's pretty good, you might make it on the leaderboards.

     

    edit: wooosh

  6. Minor patch to bugfixes and feedback mentioned by @Micfild

    • All champion chariots were bugged, fixed
    • Hoplite / archery tradition and attack upgrades were accidentally removed, fixed
    • Unit details were hidden from observers aswell, fixed -> the bug remains for resigning players though (unless they had researched the tech before they resigned?). Will be patched. 
    • infantry archers and cavalry archers had the same melee damage and reach, fixed
    • field camps can now also be built inside own territory (experimental)

    Updated original download links.

    • Like 2
  7. Hi @Micfild, first of all, i much appreciate you for testing and checking out the mod and providing feedback.

    12 hours ago, Micfild said:

    Javelins have aren't viable for long term skirmishes

    There is a new unit at the fort called 'ammo cart', which is a mobile re-arm unit (that can also somewhat defend itself).

    12 hours ago, Micfild said:

    The two weapon system is very helpful against siege engines

    I think you meant this positively(?), but i'd still like to point out that rams and also elephants dont cost metal anymore, just alot of food/wood. (and elephants are not really a siege unit anymore, more like a shock unit)

    12 hours ago, Micfild said:

    The persian champion chariot is bugged

    I'll sort that out next update, thanks for reporting!

    12 hours ago, Micfild said:

    Loved the changes to the priest and the addition of the healing camp. I find it weird, though, that it can't be built on owned territory).

    Yes i did it more for balancing sake i guess, but i can see how that is offputting. I'll reconsider it.

    12 hours ago, Micfild said:

    It seems that you removed certain techs from the game

    Some are intentional, like defense techs. But the archery/hoplite tradition aren't intentional, thanks for reporting.

  8. 10 hours ago, Micfild said:

    I found out that the template_unit_infantry archer seems to have the sword stats of it's horse counterpart

    Nice catch, thanks for reporting. 

    8 hours ago, Langbart said:

    Can you hide the civ in the diplomacy overview until the first contact or when espionage has been researched? 

    I'll see what i can do. To go even further it would be great if civ choices of players would be hidden in the gamesetup aswell. But that would only work if people could pick civs themselves instead of asking the host.

    8 hours ago, Langbart said:

    Add it to the main game!

    The espionage tech rework still needs some polishing though, because right now the stats are hidden for observers aswell i noticed.

  9. Mod update. For a more visual presentation check out the orignal post up top. Heres a little more detailed text version of the update:

     

    Units with ranged weapons have ammo. Units with low ammo (jav) will have very high damage. Slingers will regain ammo slowly anywhere.

    Most units have 2 attack types, ranged and melee. Weapon swapping will not be manual. The unit will swap to melee if

    • It has no ammo
    • A targetted unit is getting to close
    • The target is a wall / building
    • The target is a siege unit

    New aura called "Re-arm". All military structures (Barracks, Stables, Arsenals, Fortresses, Armycamps, Colony's) and also the forge will have this aura. Units that require ammo, simply need to stay inside it for at least 3 seconds for a complete ammo refill. This aura will only work if you have at least 1 forge. Some of these military buildings will have a large aura, and most have a small aura. Armycamp has a limited ammo pool units can Re-Arm from, and the Armycamp consumes ammo from the pool while shooting arrows. Once the pool is empty, the armycamp can't shoot arrows, or Re-arm units.

    Units are rebalanced according to their visuals. Check this balancing sheet for more info (also check the additional changes tab).

    4th rank: Champion. If there is a champion counterpart of the soldier, it will be able to promote as one. For example, the athenian hoplite will promote into a city guard.

    Promotion rework. Units will not get bonus armor on promotion. They will receive a small heal, and (originally) ranged units will get a 10% bonus attack damage for all weapons. Melee only units have their default attack bonus on promotion (20%).

    Technology changes. Instead of 4 defensive upgrades for units there are now just 2. They give both a positive and a negative bonus. Example: Soldiers +3 crush, +1 hack and pierce resistance. 50ms attack and 0.25 movement speed penalty.

    Healers. They now provide healing in any structure they are garrisoned in. They can also build tents in which they can treat the wounded.

    Spy tech rework. All enemy unit and structure info is now hidden and cannot be inspected when clicked / hovered. When you buy the Espionage tech this information becomes available to you, showing you information like health and ammo when clicking or hovering over enemy / neutral soldiers.

    Charge attacks. Units have energy and will use it to charge an enemy. Energy is consumed at a rate while charging the target. The first attack deals bonus damage but consumes all energy. Rams max energy / regeneration rate / bonus damage, is based on how many people are garrisoned inside.

    And some more stuff. I guess you just have to find out by playing the mod!

    Any feedback and bug reporting is greatly appreciated.

    • Like 7
  10. 6 hours ago, azayrahmad said:

    What do you guys think?

    I think you pretty much discribed what my mod does? :P 

    Only difference is i use energy so a unit cannot endlessly charge after an escaping enemy and functions as a reset after a succesful charge attack. This pretty much means they can charge once per combat.

    Only thing i would need to do for ramming ships is simply add a melee attack and set energy in the template. Ram speed and damage will be automatically increased with more garrisoned soldiers.

     

    • Like 1
  11. 1 hour ago, wowgetoffyourcellphone said:

    So, if someone were to want to add charging to soldiers

    It will be included in my next mod update. Right now it's in it's prototype phase, but it's already working as discribed below.

    Melee units have energy and automatically initiate a charge attack when they are close enough to their target. They consume energy at a rate while they are charging their target and deal bonus damage on the first attack if they had energy left when they reached the target (after a succesful charge attack the left-over energy will be consumed). Units that do nothing AKA idling will recharge their energy automatically. Rams will be able to charge aswell and have bonus damage/speed based on how many men are garrisoned inside it on the first attack. Rams only have energy equal to how many are inside though, that means 0 when they are ungarrisoned.

    Pierce damage receives the highest damage bonus, so that means pike and spear charges are stronger than sword charges.

    • Like 1
  12.  

    9 hours ago, Riquez said:

    Female citizens are purely economic units

     

    9 hours ago, Riquez said:

    This isn't about historical context, it's about wording modern game text in a way that doesn't make women sound worthless to people playing it.

    9 hours ago, Riquez said:

    The description above singles out Females & then dismisses them as worthless in every area.

    Why would an economical role be the equivalent of being worthless? Why is the warfare role more important than the economical one? You need both, without economics you can't deploy warfare. I'd say thats far from being useless or honourless.

    I think men would be picked to fight over women 99.9% of the time with the current civs we have ingame. Don't quote me on it though.

    But the mod wow made for having both male and female "gatherers" is a nice addition because that seems more realistic to me since not all men went to warfare.

    • Like 4
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