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    • Actually, my aim is not to make a match against the bot. I was making a map but when I test it in my game, the AI does nothing for some reasons. Also, Im getting this new errors after updating my fork: ERROR: art/meshes/skeletal/new/m_tunic_long.dae: Exception caught while parsing a COLLADA document from file. ERROR: Could not load mesh 'art/meshes/skeletal/new/m_tunic_long.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/new/m_tunic_long.dae failed to load ERROR: Error loading object variation (actor: art/actors/units/athenians/infantry_archer_c.xml) ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/UnitAI.js line 4253   there is much more below it but I am keeping it this short for the sake of it.
    • Yeah, we haven't made any moves in that direction this cycle. Maybe next cycle. 
    • Indeed this should not happen, but I also think siege towers should be used for what they were actually used. Then, some other things would need to be changed, like making siege towers extremely slow and expensive.
    • Yes, I also was thinking this, considering that the snowballing increase and formation depreciation are good arguments against the whole idea. Still, I'm somewhat in favour of it, more as to set in place the mechanism (for mods to tinker with), and because it's good that new players realise there are things going on besides what's obvious in most RTS. I was thinking then that: -All penalties should be minor, and apply only for very low HP (thus present gameplay is not that drastically changed). -Lowering attack speed (or/and damage) first, and later movement speed (something like at 30% and 15% of HP, or whatever makes sense). -That wouldn't "make hunting overly easy", but it has also been proposed to make animals faster (and weaker), which would work hand in hand. -It would indeed work hand in hand with my proposal of "use an area as target", which was intended to be applied also to many other things. -Would make healers more useful and retreats possible (except for those who are too wounded... understandably). -Penalised units should be sent to the back of formations, whose speed should not be affected by them (they should struggle to keep up instead). -In conclusion, things would mostly "behave as expected", except on extreme circumstances, which is useful for some variation in tactics.   That issue has the worse consequence of making some things really funky, but I don't think penalising a bit very hurt units is such an over-realistic game-averse concept as many other concept would be.
    • I'm not sure if this refers to the variant you made, or vanilla.
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