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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.3 points
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It's basically Petra, but with customization options and for game version R28. Some features from Petra_Expert have been added. Added the ability to customize the bot before starting the game. Values are not saved when exiting the game or returning to the previous menu. More detailed description of parameters: UPDATE: 0.5.3 Han Added the ability to recruit 4 Ministers. Each Minister selects a location within a 20-radius (aura bonus) that has the highest number of units gathering resources. UPDATE: 0.5.2 Germ and Maur Added the option to recruit 2 additional Support Wagons(Germ) and Elephants(Maur). UPDATE: 0.5.1 The food search radius for cavalry has been significantly expanded. A priority to defend the base has been added; if a player’s base is under attack and units are outside its boundaries (rush, etc.), they are redirected to the base. The group size for a rush has been increased to 100+ units (with a limit of 200). Fixed several bugs. UPDATE: 0.5.0 Added construction of 5 corrals in Phase 2; units will enter the garrison in this building to receive a food bonus Storehouse construction (under testing) Storehouses will be built next to existing ones if there is a resource in the area near the storehouse Farms (under testing) Built near fruit trees (if available) or around the CC at a distance of 1 field The number of forges has been increased to 3 to allow for parallel technology research Resource Manager Two main queues: 1. Buffer Resources required for all plans are added here. 2. Active Executed if there are enough resources for the plan For Persia Added construction of 5 Ice Houses. UPDATE: 0.4.4 Fixed a bug related to building structures. UPDATE: 0.4.3 Debugging disabled Changes to balance and priorities UPDATE: 0.4.2 Fixes: Fixed an issue with Hero recruitment Added the Gerousia building for Hero recruitment in Sparta Changes to priorities and queues Resource Gathering: Optimization to improve gathering speed At the start of the game, cavalry is set to gather meat, support units to gather fruit, and infantry to gather wood. For infantry, priorities are wood, metal, and stone. If there is infantry on wood and support on stone or metal, they will swap places. UPDATE: 0.4.1 Added separate high-priority recruitment options for Heroes, Elephants, Champions, and Siege Units. Cavalry: The faction will recruit all available types of cavalry (7 types are available for the Persians, including Champions) Added research technologies with bonuses for units. Game difficulty levels: Bonuses to resource gathering speed are DISABLED on all levels. The Bot’s and Player’s units will have the same gathering speed. Medium and above: Support units will retreat when enemy units approach Hard and above: Ranged units will retreat when enemy units approach Very Hard: Cavalry rush added (testing). The Bot will send groups of cavalry toward the player’s base If the bot accumulates more than 5000 wood: The number of Barracks is increased to 10. The number of Stables is increased to 10. UPDATE: 0.1.0 Added the ability to recruit support units from houses. The number of barracks has been increased to 5. The Research Manager has been slightly redesigned (instead of searching for technologies in a cycle, all technologies are stored in the cache and selected by a direct key: name or modifier by 1 step, the cache is updated when moving to the next phase or after the construction of a building is completed). Technologies from the Storehouse, Forge, Farmstead and Champions remain in place, while the rest are currently disabled. With certain settings, the bot can reach up to 200 units in 11-12 minutes of play. r28-bot.zip r28-bot_0_4_4.zip r28-bot_0_5_0.zip r28-bot_0_5_1.zip r28-bot_0_5_2.zip r28-bot_0_5_3.zip1 point
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Hi everyone, as some of you may already know, @SneakEP is hosting a summer tournament. I have the honour to announce, that thanks to @freyabartok, this tournament has the most epic prize that i have seen so far. You can win this hand-embroidered 0 AD - Pullover ! If you want to join the tournament and stay informed follow: https://discord.gg/bWZS85Sj7 D05C85DC-110C-4F6D-ACE7-5205E8FF6371.MP41 point
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A couple of different possibilities inspired by that, which might need refinement to condense on one useful thing: -Target types: if one queues this with a sheep and a gazelle, the hunter would hunt all sheep and gazelles he has around. This could be also used for chopping all trees, garrisoning certain buildings, and boarding certain ships, as long as they are nearby. In case of troops, maybe it could work as cavalry targeting archers, while pikemen cavalry, and so on. -Action stances: similar as before, but the target doesn't really need to be specified. One could hunt all non-aggressive animals (or also aggressive ones if that was selected) as mentioned, but could also work with things like "repair all", "board all", etc, as long as they are nearby.1 point
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@Vrayer, congratulation on making your first mod! I have to warn you however that changes like theses will cause oos if you play with players that wouldn't have the mod. For the mod you posted, you should keep the compatibility check enabled in the mod.json to avoid problems. If you really want to create a compatible mod that does this without compatibility issues (that will not oos), you would need a different approach where the UnitAI behavior stay unmodified but triggers re-issuing a command, for other clients to serialize the same behavior as you want. That's tiny slightly more complicated to do but very feasible.1 point
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Hey, thanks to @Atrik for pointing me in the right direction. I spent some time with ChatGPT and managed to create a small mod that seems to work. If you want to try it out: Installation: Download and extract the zip file into: Linux: ~/.local/share/0ad/mods/ Windows: %appdata%\0ad\mods\ Launch 0 A.D., go to Settings → Mod Selection, and enable Better Hunting. Restart 0 A.D. if required. What it does: Hunters can switch automatically between different meat animals. Other resource gathering behavior remains unchanged. better_hunting.zip1 point
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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.1 point
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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.1 point
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@mod_3d "Added research technologies with bonuses for units": You mean new ones? Which ones? "Bonuses to resource gathering speed are DISABLED on all levels": You mean it doesn't cheat anymore? "Game difficulty levels": Is the Medium level actually that, as in other games? There was some discussion about it here, with a suggestion for additional levels:1 point
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1 point
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I found this because I was searching about the fox issue. It's really surprising to have those shy little guys attacking my army (they should attack smaller animals though). I agree with @cephalotus points, unless objected by @Gurken Khan, with whom I agree with everything, except that I do think animals are moving too slowly (both when attacking and fleeing). To avoid chasing them across half the map, or making them killing machines, I'd just give them less HP. How many well placed hits does one need to kill these animals anyway? I think they are too slow and strong right now, maybe with some exceptions like elephants.1 point
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Farming is best until population becomes a limiting factor. Then comes corals, then ice houses.1 point
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Welcome back, @anyád! There will be probably no Release 28.1 (hint) and Release 29 hasn't been scheduled officially yet (as of now finished by 33 %).0 points
