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  2. I agree with that. It should be something that exists to provide greater immersion. +++ On the other hand, I've considered training marines on ships, similar to how the Athenian marines already operate, but aside from some bonuses, I don't know how to make it work. http://amodelcastillo.blogspot.com/2018/03/la-armada-imperial-de-roma-rangos-y.html?m=1 Milites Classiarii for example. We also have the Nautae They are ordinary sailors; they too participated in the combat.
  3. I don’t have a standalone mod specifically for bots, though I did previously upload some tweaked bots to the forum, they’re quite outdated now, though still playable with a few minor fixes. They do have quite a few flaws, however. That said, in the mod I’m currently working on, I’m incorporating the successful features from those earlier bots into an entirely new one. It will include various behavioral modes, pre-loaded tactics along with a few "dirty tricks" if I come up with any, and a degree of randomness in its actions to ensure it doesn’t feel too predictable or formulaic. That’s right, I started a thread about AI quite a while ago, where I’ve been uploading those bots.
  4. It also has an AoM influence. The game was still in its conceptual stage in 2002 when Age of Mythology was released.
  5. Precisely because of the golf carts and other vehicles being used in the current war. That's why I said it.
  6. Today
  7. But the game's symmetry also depends on how players can play the civilisations. Directly modifying the civilisations to push them towards more distinct playstyles than they currently have would, in my opinion, be the first step. Today, by sticking to roughly the same playstyle and the same build orders or unit orders, all civilisations remain generally playable. If we play the Carthaginians with a more Gallic playstyle, the civilisation remains fairly competitive. The only real differences between the game's civilisations at the moment are different but rather abstract bonuses (especially for new players), different textures, and a few unique buildings and units that don't fundamentally change the playstyles... In my opinion, we should (still) preserve 0 A.D.'s origins (AoE2) and draw inspiration from it. In AoE2 (or even AoE4), civilisations have things in common but still retain different playstyles! I haven't tried DE, so I can't say whether this mod adds differences between civilisations and meets my "criteria". What could make a difference, and what I also feel is missing, is the diversity and depth of Petra's playstyles, and I completely agree with you on that! But yes, changing playstyles depending on the civilisation would make balancing more complex, and I don't think the developers would put in the time needed to do that at the moment. Is there a mod that has experimented with changing AI playstyles? Anyway, we're starting to drift away from the original topic of the discussion
  8. I also find the game too symmetrical. What I believe needs to be changed and what I have experimented with changing is the behavior of the bots: small civilizations or vassal states should not act like great powers, and nomadic civilizations should not behave the same way as sedentary ones. The issue, however, is that such changes would make balancing the game difficult, and many players likely wouldn't appreciate it.
  9. What do you mean? This is a mod for modern warfare; the bot will be adjusted accordingly. I’ve included drones in the mod and have already showcased one; there will be many more types, and they will be a key focus of the mod, alongside complex air defense systems. Yeah, I have thought about this.
  10. Building a Market unlocks training Slave class units at the Farmstead and Storehouse. 20 max, but +10 per Market (this is the limit I'd like to make global). The Slaves are capturable and die easily, but are 2x better gatherers than Citizens. Slaves are a gatherer unit only, while Citizens maintain the ability to build. There are 2 technologies specific to Slaves: Slave Trade (-50% train time) and Slave Markets (remove training limit, but Slaves are double cost). Citizens also have the "Slave Ownership" aura which boosts nearby Slave effectiveness. This basically replaced the old "Allure" aura of the old Female Citizen units.
  11. Yesterday
  12. What makes a game boring is the lack of variety and the repetition. That it would be more unpredictable, that it would be able to keep you from getting bored and immerse you with its dialogues. A human is capable of using a bunch of camels just because they look cool. Like Hannibal saying satirically: "I use elephants because they are big and look cool in my army, you know there are no elephants in Italy, now they will have them".
  13. I managed a few days ago, I'll mention it after doing another one to completely address one of my Issues, but have not gotten around it yet.
  14. I think it would be fun if the AI had more personality and used unexpected strategies. It would make the game more interesting if Petra sometimes retreated, tried different tactics, or even made funny comments during battles. That would make every match feel a little different.
  15. I think adding more difficulty levels would be a good idea. That way, new players could enjoy the game without getting frustrated, while experienced players would still have a real challenge. It would be nice to have more options instead of making Petra simply easier or harder for everyone.
  16. I agree! The overall style is a big part of what makes a game special. As long as AI content fits the original atmosphere and doesn’t feel out of place, I don’t see a problem with it.
  17. Thanks for explaining! Hopefully you can figure out the PR issue soon. At least you can still report things through Issues for now.
  18. That’s an interesting question! I think the main difference is how the engine handles unit behavior and game logic, not just how many models it can display. The actual limit probably depends on things like pathfinding, AI calculations, and how the game updates each unit. It would be interesting to see some stress tests showing how many units Pyrogenesis can handle before the engine itself becomes a bottleneck.
  19. I think Wi-Fi stability can make a big difference in multiplayer games, especially when there are lots of units on the screen. Using a separate access point sounds like a good idea, but I’d also test a wired Ethernet connection to see if the desyncs still happen. That would help you figure out whether the problem comes from the wireless network or the game itself.
  20. I think it’s a bit of both. AI decompilation can save a lot of time and help developers understand old or complicated code, but it can also make mistakes. It’s a useful tool, as long as people check the results instead of trusting everything AI produces.
  21. Also, the specialists used shouldn't be exactly as attested, otherwise one would need catapult operators for somewhat small ship types, for example. That's why in the naval combat system I proposed I moved those thresholds up, while lowering other things like number of catapults or garrison slots (otherwise one would quite quickly reach hundreds of embarked troops), the latter of which I didn't even specify and, as with other details like which specialists would correspond to which ship types, is open for gameplay recalibration.
  22. Could you briefly explain how it works so it's included in this discussion? (Also, I'll play DE after I'm done going though all civs in vanilla, so won't know for a while :P).
  23. As I said, the initial implementation should be simple; we'll see how it goes as we test it. That's how the data capture system was implemented—simple. Then we'll see what else can be done. The first layer of implementation will be interesting...
  24. Of course, it should come with all needed. I was referring to the diagrams you showed, seemed too complicated. The only UI additions should be numbers (maybe as a bar, like capture points right now) and icons indicating what is present and what is absent. A very fast example for a Triērēs (after doing everything I realise it says Tetrērēs, but the game represents them quite wrongly as Triērēs anyway, just with sails set) to show some ideas: I've added, on the right of the sword and shield, very preliminary icons for the trierarch, helmsman (low quality ancient rudder), rowing master, and bow officer, with the latter having died in some recent engagement. On top of them, capture points are not used any more, but the 170 rowers and 24 deck troops. On top of that, icons for the shipwright and purser specialists, and the piper should be there also for a total crew of 201 (and there are 3 extra embarked units). I'm just testing possibilities, not sure what the standard should be, maybe all could be on that higher placement (around 9 icons seem to fit there), or maybe on the lower one, but with smaller icons. Maybe all specialists could be included for each ship type, and only the absent ones shown, with a red cross. The simpler the better I'd say.
  25. This was the most eastern archer I found. He's from Cyprus.
  26. I thought from the start that when you train the ship, it should already come with a basic crew. Let's think of something simple: a modest exploration ship with a couple of warriors and a basic naval commander.
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