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@Grapjas

I really love the sandstorm! Its a really cool feature.

It seems it might not be too hard to make a blizzard based off of the sandstorm. It could slow units down a little.

How do these work, generally speaking? Are they baked into skirmish maps, or are they something you can enable in the json file for a random map for example?

 

Edited by real_tabasco_sauce
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@real_tabasco_sauceYeah i plan to expand upon it with different types of envoirementals in the future with some even having some beneficial effects.

It's technically an template entity with an aura. I made a small component for the moving and spawning, but needs a map script[1][2] i made so that i can control what maps get what types of envoirementals.

Not familiar with the random map gen code but i guess it should be failry easily if you wanted to.

Edited by Grapjas
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On 13/09/2024 at 5:45 PM, Grapjas said:

@real_tabasco_sauceYeah i plan to expand upon it with different types of envoirementals in the future with some even having some beneficial effects.

It's technically an template entity with an aura. I made a small component for the moving and spawning, but needs a map script[1][2] i made so that i can control what maps get what types of envoirementals.

Not familiar with the random map gen code but i guess it should be failry easily if you wanted to.

Would love to add this to DE. Or just add it to base game so it can be used elsewhere. 

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  • 2 weeks later...
  • 4 months later...
7 hours ago, Arup said:

@Grapjas is this closed or are you making a A27 version ? this mod was a whole lot fun when I tried it in A26 with my friends :3

It's not an abandoned project, i'll come around to it but it's not a focus atm. Ty for the interest :) 

Edited by Grapjas
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  • 1 year later...

Wanted to drop a quick update before i'm going on vacation.

This is an unofficial release for A28, there are more features to come.

What this version brings:

  • update to A28
  • Germans got the grapejuice balance overhaul
  • Fixed missing and wrong templates
  • Some animations were missing, fixed
  • Obstruction walls were selectable, they shouldn't be
  • Exclude slingers from the brazier buff
  • Rewrote the ammo system, should expect performance increase and less bugs
  • Rewrote the energy system, should expect performance increase and less bugs
  • rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip.
  • new icons for: re-arm aura, brazier flaming projectiles aura, field camp structure
  • Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo
  • civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses
  • new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning
  • added 3x damage bonus to spearman against cavalry, pikes still have their 5x bonus.
  • ★ Units attack a random unit out of max 15 closest units in sight instead of just the closest one, meaning the battles- espcially big ones- are (imo) much more realistic and damage and ammo isnt wasted by dumping 20 arrows into 1 unit for example. Needs playtesting and feedback but from the huge battle tests i did i'm liking how it currently is. Might be my favorite addition to grapejuice if i can get it right.

 

Things i'm planning to add before official release are:

Abilities for units that cost energy. Charge attacks would probably become an ability too instead of automated like it is. Other abilities like "frenzy", increasing melee attack speed for a duration, a shout from an hero that gives a certain buff or pushes away enemies etc.

Fix AI to use new units/buildings (it already uses new tech)

Mini Quests that are given randomly through the game with some rewards when completed. Like capture a building from a certain player. 

And possibly other things from the planned features page.

 

grapejuice_r13_A28.zip grapejuice_r13_A28.pyromod

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6 minutes ago, wowgetoffyourcellphone said:

Hard crash

Weird, works on my end. You have another mod enabled? Are you testing on the released version of the game or on the development version?

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Dumping the latest update because i don't have time or motivation to work further on the mod currently and don't want it to go to waste before next game update. 

•    update to A28
•    Germans got the grapejuice balance overhaul
•    Fixed missing and wrong templates
•    Some animations were missing, fixed
•    Obstruction walls were selectable, they shouldn't be
•    Exclude slingers from the brazier buff
•    Rewrote the ammo system, should expect performance increase and less bugs
•    Rewrote the energy system, should expect performance increase and less bugs
•    rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip.
•    new icons for: re-arm aura, brazier flaming projectiles aura
•    Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo
•    civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses
•    new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning
•    added 3x damage bonus to spearman cavalry against cavalry
•    Big promotion rework. Units get stronger buffs from promotion. Heroes and champions gain increased buffs from rankups. Some units can get to 10 ranks (just heroes for now), each rank gives a buff to certain stats like attack speed, melee attack damage, health increase, and more. Siege (including rams and siege towers) can also gain ranks now. In theory any "unit" can gain ranks now, including wildlife like crocodiles. After max rank a unit can still gain experience, and they will heal some health when the bar is full (and maybe different bonus in the future).
•    Improved tooltip for the rank icon (middle selection panel). Now reflects in realtime what current rank bonuses are.
•    Javelineers gain +1 max ammo per rank. Meaning Champions Rank Units will have 6 max ammo (was 3) and max rank Hero Javelineers 12 (e.g. Iber Hero Viriato). This is to give a little more motivation to create Javelineers as the complaint was they didnt have much ammo to roam with.
•    Iber Hero Variato has become a javelineer (again? pretty sure he already was at some point), and throws burning javs. He has 12 ammo at max rank.

@Stan`@Itms can you sign the mod on mod.io when you have the time? Thanks.

grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod

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