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mod_3d

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Everything posted by mod_3d

  1. UPDATE: Version 0.12.1 Added Wiki button Each game will start in a random month
  2. UPDATE: Version 0.12.0 Added compatibility with version 0.28 Detailed statistics on food and coins have been added. Changes to the economy, resource gathering, and trade. More details in the first post.
  3. UPDATE: 0.6.0 The nonSupportRatio setting has been added to adjust the game's difficulty level. When set to 0.5, the bot will recruit 50% of all the PLAYER's non-Support units. So, if the player has 100 units, the bot will recruit only 50. nonSupportRatio = 0.55(Petra Red)
  4. Debian 13, build v0.28.0 Steps: 0. + Install Dependencies from BuildInstructions sudo apt install build-essential cargo cmake curl libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev \ libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libwxgtk3.2-dev libxml2-dev llvm python3 rustc subversion zlib1g-dev cargo install --locked cbindgen@0.29.0 1. git clone --branch v0.28.0 https://gitea.wildfiregames.com/0ad/0ad.git 2. libraries/build-source-libs.sh --with-system-mozjs 3. ./update-workspaces.sh --with-system-mozjs Premake version: 0.28.0 Requires Premake 5.0.0-beta5 or later Premake compiled, but libraries/source/premake-core/premake-core-5.0.0-beta7/build/bootstrap/Premake5.make specifies the version as -DPREMAKE_VERSION=“0.28.0” instead of “5.0.0-beta7”.
  5. 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.
  6. UPDATE: 0.5.2 Germ and Maur Added the option to recruit 2 additional Support Wagons(Germ) and Elephants(Maur).
  7. 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.
  8. 1. Technologies that increase resistance, etc. 2. Gathering speed multipliers (up to the Medium level, the player has certain bonuses; at Medium and above, resource gathering speed is the same) Sandbox=0.42, Very Easy=0.56, Easy=0.75, Medium=1.00, Hard=1.00, Very Hard=1.00 3. The Medium level may have some vanilla restrictions on the number of towers or fortresses.
  9. 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.
  10. UPDATE: 0.5.0 New Resource Manager and other changes A more detailed description has been added in Post 1. Construction of corrals and garrison units within them. R28-Bot(without bonuses) vs Petra VeryHard(Red) with a +57% bonus to resource gathering speed
  11. UPDATE: 0.3.1 The capture points for buildings have been increased The garrison limit for some buildings has been increased Additional pre-game settings: Starting maximum population limit (from 20 to 500) Starting resource amount (from 100 to 1,000,000)
  12. What are the game and bot settings? Game Replay R28 Bot: Hard – 2 Petra: Very Hard. Population: 300, lots of resources. R28-2Petra.zip
  13. UPDATE: 0.4.3 Debugging disabled Changes to balance and priorities
  14. 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.
  15. UPDATE: 0.4.1 Changes to difficulty levels, etc. A detailed description has been added in Post 1. This update includes new features and settings.
  16. UPDATE 0.5.0: Added compatibility with game version 0.28
  17. Replay of the game with the mod Petra (Very Hard) – Petra (Medium). Victory within 11 minutes of game time, total units around 80. Rush with 45 units. PetraVH_PetraM.zip
  18. Techs from Farmstead are also being researched. This includes all techs that affect resource gathering speed, with the exception of baskets.
  19. Hi! A new bot (R28-Bot) has already been released for game version 0.28. Forum Page: https://wildfiregames.com/forum/topic/140620-mod-r28-bot-bot-for-the-release-version-of-the-game-with-advanced-settings/
  20. UPDATE: Version 0.2.0 Units will only receive a bonus for the resource they gather, not for all resources at once. The amount of resources required to advance to the next level depends on the gathering speed.
  21. In this update, siege units remain unchanged. Mod update: Added detailed description in the first post. Elephants are available from phase 1, but their characteristics are significantly reduced. When moving to the next phase, the parameters improve (similar to the Arsenal and Ram). Auras have been added for some buildings. Now, the construction of Barracks, Stables, CivCentres, and Wonders will give bonuses.
  22. KEY FEATURES: - Market construction available from Phase 1 - Limited resources for bartering - Dynamic market with traders (not players). - The price of resources depends on the amount of resources on the Market and the base volume. MARKET MECHANISM: AVAILABLE RESOURCES (250 at the start) - Resources available on the Market - Gradually increase depending on the actions of traders and players BASE VOLUME (initial: 250) - Market volume grows by 1-7% every few seconds. - Price dynamics: - If the available resource on the Market is less than this value, the purchase price increases. - If there is more of the resource, the purchase price decreases. MINIMUM QUANTITY (initial: 100) - Players can buy up to this threshold - Maximum purchase = Available - Minimum - Increases by 0.25% when the base volume increases by 1% EXAMPLE: Wood available: 1000 Minimum: 700 Can buy: only 300 wood TRADERS: SMALL TRADERS - Frequency: every few seconds - Action: add 5-50 units to one or more resources (increase available resources) MEDIUM TRADERS - Frequency: less often than small traders - Action: add resources and make barters(The amount of resources added is 5 times higher than that of small traders) LARGE TRADERS (balancers) - Frequency: every few minutes - Eliminate imbalances between resources. If there is too much of one resource and too little of another, these resources will be equalized. Mod Support: ancient-market.zip
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