Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2020-03-07 in all areas

  1. Almost there https://code.wildfiregames.com/D2597
    2 points
  2. Hello, here we can talk about self vision of the siege ! 1 FIRSTTTTTTTTTT By default units attack instead of controlling (already done in a mod) Some views Units Ballista : slightly increase maximum range and minimum range. Catapult : increase minimum range, slower moving, reduce their ability to kill soldiers easily, slightly reduce their cost for compensate nerf Tower Siege: Some civ have tech for+20 capacity, slower moving For Persians with tech Tower Siege can attack building Rams: Only attack structures, seats units and ships, damage +10% Ship catapult: Too much snowball??? Expensive but op and very tanky, what are your ideas? Ideas of news units ? Men with torch : have decent attack on building and can burn tree, very little armor and bad at fight Rider torch : Same as men with torch but more fast / have decent attack on building and can burn tree, very little armor and bad at fight /// For only 2 civilizations Why not divide into 2 units Men with mallet ( 2 population-units with 2 mens and a big log with metal- as mercenary Kushite but more damage on building) and big ram (4population-same of actually with more life and damage) Building Why not develop the idea of undermining tunnels? In order to collapse a portion of wall, with a big construction time and a very good range (which requires a bit of exploitation from the defender). Then attacker can pass soldiers by little number (garrison system of 5 spot). Said in another way it like a teleporter over medium distance provided that both ends of tunnel remain alive. Bridge or pontoon construction, with mens and ship
    1 point
  3. @jonbaer - Currently there isn't any way to inject code into the builtin AI logic. I was mostly focused on making it possible to train AI via an OpenAI Gym interface (hence adding the building blocks to do so) but being able to use it to hybridize one of the builtin AIs would be cool. That said, it isn't clear to me exactly how that would work but I am open to ideas! I would really like to get this merged into the master copy but, as @Stan` said, it is currently waiting on a reviewer. I have been excited about the potential of both machine learning for 0 AD and 0 AD for machine learning and was hoping that I could gauge/raise interest with this discussion (and potentially find a reviewer in the process ). Yeah, the issue is specifically with the programmatic creation of the scenario config (source/tools/client/python/zero_ad/scenario_config.py). I am planning on removing it and simply passing the scenario config (reading it from a file rather than creating it programmatically) so that should hopefully minimize the amount of maintenance after the merge
    1 point
  4. @Genava55 Do you have any more suggestions for https://code.wildfiregames.com/D2641
    1 point
  5. The development of the thread just made me an auto-queue supporter. To think that I believed that feature is just a trivial thing to argue for. To think that currently the strongest argument against AQ is "It's boring because all you do is watch buildings spew out units towards the battlezone."
    1 point
  6. I was responding to the opinion from your link. It pisses me off to see people complaining while buying the game. I really disliked the direction took in the Total War series because of restrictive modding and lies from the developers about it. I choose to boycott the series since Empire, I never gave a cent to them since. From the previous HD you mean? Yeah I know they did something excessive with the language filter, they will probably change that.
    1 point
  7. I guess the first thing to try is to remove files from the public mod and see if it works.
    1 point
  8. There is not much you can do :/
    1 point
  9. 1 point
  10. Probably digging underneath yes. But still, it is impressive in regards of the murus gallicus and their solidity.
    1 point
  11. I think that in order to avoid catapults and ballistic spam, you have to put artillery friendly fire and battering only against structures will be much more useful the tunnels, I think remember that Rome puts under the important structures a tunnel and put straw oils and pigs, to burn the foundations
    1 point
  12. Why not make a principle of choice of religion, politics or influence on a single civil society? one already in play or one future
    1 point
  13. Se alejo mucho del sobrevalorado Age 2 y por eso a muchos no les gusto(igual me gustan los 3 juegos principales y el AOM :v)
    1 point
  14. I agree, it was probably a widespread method.
    1 point
  15. Yeah, I would guess it is related to an issue with the tensorflow version. You can find the results in `~/ray_results/default/PPO_CavalryVsInfantry_SOME_UUID/result.json`. I sometimes plot the results as follows (after adding the attached python script to my PATH and installing jq) cat result.json | jq '.episode_reward_mean' | scatterplot -t 'Training Reward' -x 'Training Iteration' -y 'Episode Reward Mean' -c scatterplot
    1 point
  16. Fairies of Tarm incoming, probably the most non-standard faction in the game to date, with everything from player shifting Seasons to self-building-buildings and no workers. Check out the details below:
    1 point
×
×
  • Create New...