Atrik Posted September 12, 2024 Report Share Posted September 12, 2024 (edited) The mod seems to have been updated on mod.io, but doesn't show in the in game downloader @Grapjas Edited September 12, 2024 by Atrik Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 12, 2024 Report Share Posted September 12, 2024 4 minutes ago, Atrik said: The mod seems to have been updated on mod.io, but doesn't show in the in game downloader @Grapjas It needs to be signed first. You can download it manually though. 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted September 13, 2024 Report Share Posted September 13, 2024 (edited) @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 September 13, 2024 by real_tabasco_sauce 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted September 13, 2024 Author Report Share Posted September 13, 2024 (edited) @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 September 13, 2024 by Grapjas 1 2 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted September 13, 2024 Report Share Posted September 13, 2024 yeah seems fairly flexible. I'd probably like to experiment with stuff like that in the future. Right now, i'm working on some random maps and the map placement options. Quote Link to comment Share on other sites More sharing options...
Grapjas Posted September 13, 2024 Author Report Share Posted September 13, 2024 lmk if you need some help or have some suggestions when you get to it, would love to hear it. 1 Quote Link to comment Share on other sites More sharing options...
Itms Posted September 18, 2024 Report Share Posted September 18, 2024 Hi @Grapjas, I signed the mod! Amazing work. I would love to see the sandstorms in the vanilla game! 2 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted September 18, 2024 Author Report Share Posted September 18, 2024 1 hour ago, Itms said: Hi @Grapjas, I signed the mod! Amazing work. I would love to see the sandstorms in the vanilla game! Thanks alot Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 20, 2024 Report Share Posted September 20, 2024 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. 3 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted September 20, 2024 Author Report Share Posted September 20, 2024 22 minutes ago, wowgetoffyourcellphone said: Would love to add this to DE. Feel free to add it. If you need help lmk. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 5, 2024 Report Share Posted October 5, 2024 Could we have occasional events like locust plagues? They would destroy the farms. Quote Link to comment Share on other sites More sharing options...
Arup Posted February 12, 2025 Report Share Posted February 12, 2025 @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 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted February 12, 2025 Author Report Share Posted February 12, 2025 (edited) 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 February 12, 2025 by Grapjas 2 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted 4 hours ago Author Report Share Posted 4 hours ago 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 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 2 hours ago Report Share Posted 2 hours ago 1 hour ago, Grapjas said: grapejuice_r13_A28.zip 16.4 MB · 0 downloads grapejuice_r13_A28.pyromod 16.4 MB · 0 downloads Hard crash Quote Link to comment Share on other sites More sharing options...
Grapjas Posted 2 hours ago Author Report Share Posted 2 hours ago 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? Quote Link to comment Share on other sites More sharing options...
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