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UPDATE 0.6.0: Hero Promotion The promotion system has been redesigned When a Hero appears on the map, they gain +1 XP per second Only the selected Hero gains experience When upgrading to a different Hero, experience is calculated separately Every 25 seconds (25 XP), the aura bonus gradually increases. Example (Before) Rank 1 Bonus = 0% Rank 2 300 XP required Bonus +15% Rank 3 300 XP required Bonus +15% A Hero with 250 XP will be at Rank 1 with a 0% bonus Changes: Hero with 25 XP has a bonus of approximately 1% with 50 XP has a bonus of approximately 2% with 250 XP has a bonus of approximately 12% etc.
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@Vrayer If you want to could add a poll to this thread (maybe also change the title) and if people think units should continue to hunt other animals it could be done for next release. It could also be possible to do it depending on animal "stance" for example units would keep hunting any other non-aggressive animals or any animals basically in the same stance that your initial order was.
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To do this, you would just need to remove this line: https://gitea.wildfiregames.com/0ad/0ad/src/commit/9598c6c2e1f4cc58f92d4fd6a54fda39ad195bf9/binaries/data/mods/public/simulation/components/UnitAI.js#L2755 But beware this line was obviously here for a reason. For example, if you are slaughtering a bunch of sheeps but an elephant comes by, then your units will attack this elephant.
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But, if I'm not wrong, you would be tasking the hunt of individuals, and not whole (nearby) species. I see some use for things to be the way they are, that is, not to switch to an aggressive species, but I've also noticed the additional micro @Vrayer is referring to. Something I thought could be useful would be an "Target in Area" button, where after pressing it one would adjust the area of a target circle, and all attackable (Gaia and enemy for example) units inside it would be queued to be attacked. This would be useful for hunts and fights, not having to precisely pinpoint some target. It would also avoid a weird issue I usually have, which is that after the target unit is killed, the attackers retreat to their previous position instead of keep killing enemies they have just beside them, although maybe this is related to their stance.
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I have successfully created terrein elevation(mountain, rivers) by importing custom height map. But the issue is map design. Either need a nice paint brush that put trees and other decorations(land design) just by moving the cursor(like rise of nations, aoe). Or availability of importing a seperate specialized image(tree position, land design) over the imported height map. Specialised image might have to have same size as the imported height map. Defining map size in scenario editor could be more easy/defined. As the era of ai has started, player shouls have the option to quick import height maps and play. Another thing(extra topic), player ai should behave with more logically(like real human players) and option to add more player slots(aom has 11, we can have more). Stay well.
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