Grapjas 131 Posted January 29 Report Share Posted January 29 (edited) Hi all, Video covering some things Untitled.mp4 Feature overview: Player position randomnization on skirmish maps Keeps teams together, no matter how you define teams at gamesetup. Works flawlessly with the current PetraAI * Added most official WildFireGames skirmish maps to the mod, to be played with player position randomnization (and everything else in this mod). Obstruction templates. They will make sure you can't ungarrison over ridges you are not supposed to. 2 maps: "X" and "A Path Beyond II". More than likely more will come in the future . My own custom set of iber defenses for the Iberian civ: The outposts give some extra vision range for the player to see incoming danger (right side is with upgrade). Arrows, slinger & ballista stones, and bolts now have a (slight) trail. Redone flaming arrow/javs and siege particles (it was a fire trail, now it's more fireball with a smoke trail). New building: Field Camps. Available for all civs. They can only be build inside neutral and enemy territory (max 3). Max 10 (12 for some civs) can be garrisoned. Units will slowly heal while garrisoned and the heal can be boosted by garrisoning priests/doctors/surgeons and even more with the new added tech "Quick Thinking". The camp/tent can be destroyed easily even be a decent army of regular units, but cannot be captured. Reworked priests. They can now build (and also help build, with reduced effectiveness) the new Field Camps and can now attack, with weak power. They can no longer heal units on the battlefield, they instead now boost healing done in field camps. Limit = 6. Units now enter a wounded state when their health drops below a treshold. They will receive a movement and attack speed penalty while in this state. Units in this state will receive a bandage icon on them.(Originally @wraitii' s idea ) Some general changes to units: All units move a little faster. Slingers, Javelineers became slightly more accurate, archers slightly less accurate. Slingers received slightly more attack speed and damage. Ranged champions and heros now have the same attack speed and accuracy. Archers including hero's and champions: Attack damage is increased but they now shoot much slower, are less accurate, and take longer to aim.(Logic: Some bows require considerable amount of power to draw, especially longbows) Ranged archer cavalry (incl hero & champ) now have less range, accuracy and attack power compared to ranged infantry archers but higher attack speed.(Logic: Cavalry archers actually used lighter bows than infantry) Champion and hero archers aim/attack faster and have more damage (like usual but tweaked the numbers). Hero archers have the same aim/attack speed as champions but much more health (unmodded) and damage (tweaked). * A few skirmish maps are not included for randomnization for this mod for various reasons with them mainly being: The map is more a scenario type of map (extra units/structures). There is not much point in randomnization if the starting positions are or nearly are identical (or symmetrical), and would otherwise need slight modifications for the mod. Look for the maps with my mod logo on them, they are the ones that work with randomnization. Massive thanks to @Stan` @badosu @nani @wraitii for explaining/giving directions. grapejuice.pyromod | grapejuice.zip | Mod.io | Github Most people think my name has something to do with grapejuice... might aswell embrace it Edited March 21 by Grapjas Re-arranged layout 9 3 Quote Link to post Share on other sites
Grapjas 131 Posted February 5 Author Report Share Posted February 5 (edited) Small update. Added a new variable to a map's script: // Setting this to true returns player entities to their original spot before randomnization (useful for atlas). var g_atlasEditor = "false"; It does what the comment says. I also recommend loading in TriggerHelper.js in your map's xml file so atlas editor can open the map without any errors. Check my maps in the mod as examples. Updated the OP download. Not relevant anymore. Edited March 19 by Grapjas Quote Link to post Share on other sites
wowgetoffyourcellphone 6.904 Posted February 9 Report Share Posted February 9 On 29/01/2021 at 3:22 PM, Grapjas said: Would love a function where we could reset explored data to none. Anyway, Indeed. On skirmish maps, non-Iberian players can get the FOW lifted where the skirmish replacer Iberian walls had been placed. Would be nice if this were not so (perhaps when the map is loaded vision can be initialized after the skirmish replacer units have been set, or something). Quote Link to post Share on other sites
Grapjas 131 Posted February 9 Author Report Share Posted February 9 16 hours ago, wowgetoffyourcellphone said: Indeed. On skirmish maps, non-Iberian players can get the FOW lifted where the skirmish replacer Iberian walls had been placed. Would be nice if this were not so (perhaps when the map is loaded vision can be initialized after the skirmish replacer units have been set, or something). It's pretty much the only thing that keeps my mod from being entirely automated. I already have the code finished to do all the location mapping automatically but i cant use it because the previous spot will be visible without a manual workaround. Maybe one of the devs want to make a function in the future for us to reset exlored areas, but i'm sure they are busy enough as is already. Still hoping though 1 Quote Link to post Share on other sites
wraitii 1.539 Posted February 10 Report Share Posted February 10 I created #5970 for that. No promise whatsoever that it will be worked on for A25, but it seems like it would be useful for campaigns, which are aimed for A25, so maybe. 2 Quote Link to post Share on other sites
Grapjas 131 Posted February 22 Author Report Share Posted February 22 Mod is now up to date with A24. Updated the download links in the original post. Quote Link to post Share on other sites
Grapjas 131 Posted March 11 Author Report Share Posted March 11 (edited) Massive update! Video covering most things: Untitled.mp4 DETAILS: * Added most official WildFireGames skirmish maps to the mod, to be played with player position randomnization (and everything else in this mod). Arrows, slinger & ballista stones, and bolts now have a (slight) trail. Redone flaming arrow/javs and siege particles (it was a fire trail, now it's more fireball with a smoke trail). New building: Field Camps. Available for all civs. They can only be build inside neutral and enemy territory (max 3). Max 10 (12 for some civs) can be garrisoned. Units will slowly heal while garrisoned and the heal can be boosted by garrisoning priests/doctors/surgeons and even more with the new added tech "Quick Thinking". The camp/tent can be destroyed easily even be a decent army of regular units, but cannot be captured. Reworked priests. They can now build (and also help build, with reduced effectiveness) the new Field Camps and can now attack, with weak power. They can no longer heal units on the battlefield, they instead now boost healing done in field camps. Limit = 6. Units now enter a wounded state when their health drops below a treshold. They will receive a movement and attack speed penalty while in this state. Units in this state will receive a bandage icon on them.(Originally @wraitii' s idea ) Some general changes to units: All units move a little faster. Slingers, Javelineers became slightly more accurate, archers slightly less accurate. Slingers received slightly more attack speed and damage. Ranged champions and heros now have the same attack speed and accuracy. Archers including hero's and champions: Attack damage is increased but they now shoot much slower, are less accurate, and take longer to aim.(Logic: Some bows require considerable amount of power to draw, especially longbows) Ranged archer cavalry (incl hero & champ) now have less range, accuracy and attack power compared to ranged infantry archers but higher attack speed.(Logic: Cavalry archers actually used lighter bows than infantry) Champion and hero archers aim/attack faster and have more damage (like usual but tweaked the numbers). Hero archers have the same aim/attack speed as champions but much more health (unmodded) and damage (tweaked). * A few skirmish maps are not included for randomnization for this mod for various reasons with them mainly being: The map is more a scenario type of map (extra units/structures). There is not much point in randomnization if the starting positions are or nearly are identical (or symmetrical), and would otherwise need slight modifications for the mod. Look for the maps with my mod logo on them, they are the ones that work with randomnization. Updated original post download links and very soon after this post it will be updated on mod.io and also ingame->mod selection. Ty all on IRC dev chat for answering questions Edited March 12 by Grapjas 4 Quote Link to post Share on other sites
Grapjas 131 Posted March 11 Author Report Share Posted March 11 There was a buggy icon in regards of the above update that i needed to patch, which was actually caused by the compiler for some reason. Replacing the icon with the raw version instead of cached fixed it. Updated download links once again. Quote Link to post Share on other sites
Lion.Kanzen 4.977 Posted March 11 Report Share Posted March 11 I definitely want that, I'm one of those who like the rain ... the rain of arrows against the enemy. 1 Quote Link to post Share on other sites
azayrahmad 178 Posted March 12 Report Share Posted March 12 I'm especially interested in the wounded state feature, definitely want to adapt this to my mod . Is it possible to make injured units stance to Flee? I think it could make for a realistic unit behavior. 2 Quote Link to post Share on other sites
Grapjas 131 Posted March 12 Author Report Share Posted March 12 8 hours ago, azayrahmad said: I'm especially interested in the wounded state feature, definitely want to adapt this to my mod . Is it possible to make injured units stance to Flee? I think it could make for a realistic unit behavior. Shouldn't be hard to implement, look for the Health~grapejuice component in my mod. I've tagged the code used for the mod with a comment. You would need to place your code inside that if statement Quote Link to post Share on other sites
Grapjas 131 Posted March 16 Author Report Share Posted March 16 (edited) Planned features can now be found on github. Edited March 21 by Grapjas Update 1 1 Quote Link to post Share on other sites
Lion.Kanzen 4.977 Posted March 16 Report Share Posted March 16 I never imagined that the time would come when mods would surpass the gameplay of the vanilla version. 1 Quote Link to post Share on other sites
Grapjas 131 Posted March 17 Author Report Share Posted March 17 @Angen did some of these things already with his battalion mod. Speaking of which, i still need to ask if i can use some of his code So, @Angen can i please use your code from that mod? Quote Link to post Share on other sites
mysticjim 251 Posted March 19 Report Share Posted March 19 This is an interesting one, mate, I'm intrigued by the wounded status of the troops. In play, does it change the game a lot? I'm assuming you have to be conscious of your units health a lot more otherwise you could send swathes of your army to a slaughter if they aren't in fighting condition. 1 Quote Link to post Share on other sites
Grapjas 131 Posted March 19 Author Report Share Posted March 19 3 hours ago, mysticjim said: This is an interesting one, mate, I'm intrigued by the wounded status of the troops. In play, does it change the game a lot? I'm assuming you have to be conscious of your units health a lot more otherwise you could send swathes of your army to a slaughter if they aren't in fighting condition. I'd say it changes the gameplay quite a bit. If your army is heavily wounded, you can get chased and slaughtered while retreating because healthy enemy units can actually catch up with you now. The trick would be to utilize the new field camps + healers in either neutral or enemy territory. It definitely needs some testing from players against players though. 1 Quote Link to post Share on other sites
Grapjas 131 Posted March 27 Author Report Share Posted March 27 (edited) A sneak peak of the next update. What it shows: Units will switch to melee attacks on walls (because ammo is valuable). Aesthetically weapons will be sheathed/unsheated when switched (no animation). Units have ammo bars (pink) Military structures & forge have a re-arm aura, some buildings have a large aura, most buildings have a small aura. This aura will only work if you have at least one forge Showing the re-arm aura in action (+ icon) What it doesnt show but does work already If the current target is to close they will automatically switch to melee attacks If there is a champion counterpart of that unit for that civ, they will have a 4th rank. When reached, they turn into champions (without status effect attacks) Units will be rebalanced according to their visuals ingame. I will work with a point system for this. Example - movement speed: Base speed will be something like 18 for infantry units and will be reduced with the armor they wear as following: Material Cloth: none Leather: -0.75 Chainmail/iron: -1.5 Shield: small -1, large -2 Eligible Parts: Helmet, chest, arms (as one), legs (as one), shield I will also work with the same point system for attack speed / ressistance (but different numbers). Primary melee units will probably receive an health bonus (as is). This means units will be rebalanced per civ differently, and even more specifically, per rank. (read more on github - planned features) 2021-03-27 17-09-27.mp4 Edited March 27 by Grapjas 4 Quote Link to post Share on other sites
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