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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 by Grapjas
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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). 

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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 ^_^

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  • Grapjas changed the title to mod: Grapejuice

Massive update!

Video covering most things:

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:

  1. The map is more a scenario type of map (extra units/structures).
  2. 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 :D

Edited by Grapjas
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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 ;)

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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. 

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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. 

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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 type for that civ, soldiers 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)

Edited by Grapjas
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  • 1 month later...

I was a little unmotivated to work on the mod but im back at it.

Added a new prototype branch on github where you can follow the progress of the next update. Also made a spreadsheet i use for re-balancing units for the mod that you can look into if interested. It will work with a deduction system based on what the unit is wearing as described in my previous post.

Edited by Grapjas
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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.

Edited by Grapjas
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@Grapjas, the mod looks awesome.

I have long been against ammo system but the way you have implemented it seems quite reasonable.

I like the ram/unit interactions as well as charging mechanic. I wonder if some units could be given more charge damage than others as a way to differentiate them. I can also try to test it this weekend.

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Hi @Grapjas. I'm very curious about your mod and some of the mechanics it implements (like charging and ammo), since i'll only be able to play it at the weekend i went to check on some of the templates just for fun. I found out that the template_unit_infantry archer seems to have the sword stats of it's horse counterpart, instead of the stats of the sword infantry (i.e. it has range 6 and 6.5 hack damage). This looks like a minor typo to me, so i decided to report here.

Can't wait to test this mod, seems like fun!

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