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mod_3d

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Everything posted by mod_3d

  1. Update: Version 0.2.0 Added Promotion, Tactics and new Auras. Description in first post.
  2. Updated to Version 0.5.3 Added description to the first post.
  3. During the tests, the first Corral is built at the start of the game with the technology being researched after that. In the update, the Corral is optimized. Bartering at the Market has also been changed. 1. If the Population Limit is set to 200 units, the ratio of Support units to the rest may be high. The bot is better configured to play on a Medium Map(with good amount of resources) and a Unit Limit of 300. 2. Training from houses may need to be coded separately.
  4. Update: Version 0.1.2 Fixed a bug where HP was being added to all units. Added a description to Phase technology.
  5. Adds the ability to recruit Heroes from the start of the game in the Civic Center. Their stats are reduced. HP count: Infantry 250 Cavalry 350 Elephants 1100 Melee and Range: At or below Champion level. Range: Additionally reduced damage. UPDATE 0.2.0: All Heroes have 2 auras added, with small bonuses for units and research. Added 3 Tactics. Switching is done using the unit upgrade icon when selecting a Hero. Neutral => Def => Att => Neutral Neutral - no bonuses Def - units and buildings get bonuses to defense stats. Att - units and buildings get bonuses to attack stats. Heroes can Promotion up to level 3. Tactics bonuses increase as they advance to the next level. hero-rebalance.zip
  6. Updated to Version 0.5.1 Compatible with 0.27.0 Added description to the first post.
  7. Mod updated(0.6.0) More details with screenshots described in 1 post. In the mod integrated Bot Petra Expert(Volatile Market). Added new technologies. Rebalance units and structures. To activate units and structures requires selecting a game scenario(branches of technology in the Civ Center).
  8. Updated to Version 0.3.0 Added description to the first post.
  9. Can you provide a bit of an in-depth explanation as to what "active/actively" means in specific. Thanks. Neat mod. Technologies: Higher priority for those that give a bonus to the gatherer (stone and metal moved to phase 1) and a few others (house population, new technologies and forge). Market Price Search: Several parameters are taken into account when selecting an item to “buy”. 1. The amount of available resource (which is selected for “sale”). The more available, the lower the buying price can be. Example: if available 100 - rate 90 500 - rate 75 1000 - rate 60 2. Resources are infinite or not. New resources and food in the game are infinite, so when bartering them for resources that are finite, the rates are set to lower values. Conversely, if a resource is finite, the rate for selling it is set to a higher level. For example, the base rate is set to 80: When bartering 100 metal for food, the rate is set to 80+10. Thus, bartering is done if the price of food is greater than 90. When bartering 100 food for metal, the rate is set to 80-20. In this case, barter is performed if the price of metal is greater than 60. 3. Uniqueness of the Resource Coins have an increased base rate 165. It is bartered when there are high price spikes in the Market. The activity of the barters has been increased by changing some restrictions. For example, in the base version of the game, bartering is allowed if more than 500 resources are available. In the mod this parameter is reduced to 100.
  10. UPDATE: Version 0.2.1 The activity and efficiency of Bartering(with mod Volatile Market). Upper Petra Expert lower basic Petra. Activity during price jump: Units at 5 and 20 minutes
  11. Updated to Version 0.2.0 Bot adapted for the Volatile Market mod.
  12. The screenshot of the tutorial , was shown only for general understanding, where the information was taken from while adding the resource to the game. gui/summary is the folders in the mod the full path may look like this: summary.js file /home/.local/share/0ad/mods/Name of your mod/gui/summary/summary.js var g_MaxHeadingTitle = 9; replace the value with 10 (if 1 new resource is added) summary.xml file /home/.local/share/0ad/mods/Name of your mod/gui/summary/summary.xml <repeat var=“x” count=“9”> replace value by 10(if 1 new resource is added) there are 5 such lines in the file
  13. This may be the game's plan, but Resources that are generated using the ResourceTrickle function are not displayed in the Total Gathered Resources tab.
  14. Bug fix. Modify the files in the summary folder by path: gui/summary summary.js file var g_MaxHeadingTitle = 9; replace the value with 10 (if 1 new resource is added) summary.xml file there are several such lines <repeat var="x" count="9"> replace value by 10(if 1 new resource is added)
  15. Mod updated(0.3.0). Testing There are 8 Resources available in the game. Added description to the first post.
  16. Steps when adding a resource and a mod file: Volatile_Market_0_2_0.zip
  17. The resource was added according to the official tutorial (adding a new resource to the game) and in the game behaves correctly, but in the summary window there is an error.
  18. Adds a more advanced bot(based on PETRA) to the game. The bot is better configured to play on a Medium Map(with good amount of resources) and a Unit Limit of 300. UPDATE: Version 0.5.3 UPDATE: Version 0.5.1 Compatible with 0.27.0 Economics When recruiting workers, mercenaries no longer belong to this class (as they do not have the resource gathering skill). Factions that have access to mercenaries will first recruit a certain number of workers from their units, then mercenaries. For faster economic recovery Added scripts that check the number of Support units in each game Phase, if there are fewer units, their recruitment priority is increased. Construction of Special Buildings: These are built as soon as they become available to a faction. For example, Carthage will build all 3 Embassies in Phase 2, not Phase 3. Sparta will build a Syssition on Phase 1 and a Senate on Phase 2, not Phase 3. Corral - 5 in total. Build from the beginning of the game. UPDATE: Version 0.3.0 For the Volatile Market mod: Added a feature for building an Embassy. Prioritize exchanges to get resources(food, wood, stone, metal). Batch Size changes depending on the amount of food resource available. The more resource available, the larger the size can be. UPDATE: Version 0.2.1 Changing priorities and some other settings. UPDATE: Version 0.2.0 Bot adapted for the Volatile Market mod. Actively barters new resources and researches technologies. Settings are more noticeable after 15-20min of play. Focused on players with experience. Bot with the same bonuses for each difficulty level as the basic PETRA. At population limit(e.g. 300) it will hire units up to the ceiling. More technology and economy oriented at the start. More active in the Market. Builds more buildings to hire units. bot_PETRA_Expert.zip
  19. When playing with bots requires you to select Bot Petra Expert(Volatile Market). UPDATE: Version 0.6.0 New scenario types At the start of the game, unit recruitment and structure construction are OFF. Activation requires researching free technologies. Option 1: No bonuses. Standard scenario. Units and structures will have no additional bonuses in the game. Option 2: Technology for units will give a bonus to gathering speed to all workers, but will increase the cost and time to recruit. Technology for structures a choice between: Fast and low-cost construction, with debuffs to all parameters Or long and expensive, but structures will get bonuses to all characteristics The number of bonuses is about 15. Moving to the next Town or City phase also gives bonuses to all units. The upgrade cost has been increased Rebalanced ranged units Increased range by 2x or more, Javelineers from 30 to 60, Archers from 60 to 150. Reduced accuracy and reload time Mercenaries Once recruited, units will consume food and coins. If the balance becomes negative, the player will not be able to build structures or hire units. Corral Recruitment Rebalance Bot will build 5 structures and actively buy units. Cows and sheep give bonus to food and coins Resources: 8 units can work on the field. Each next unit after the first gains a +7% speed bonus. Large deposits of stone and metal: The number of units is increased to 30 Every next unit after the first one gains +3.3% speed bonus. UPDATE: Version 0.5.0 Construction of Market, Forge, Temple, Theater, Library, Wonder now brings income in coins. The amount of resources that can be gathered has been increased: Large Stone and Metal from 5000 to 20000. Small Stone and Metal from 1000 to 5000. Increased requirement to move to the next phase: Town Phase: from 5 to 10 Village class buildings. City Phase: Market, Forge and Temple and 30 Village class buildings. New building added: Embassy. Available to factions: Athens, Carthage, Macedonia, Ptolemies, Rome, Seleucids and Sparta. Opens access to mercenaries starting from Town Phase. Carthage Embassy Units: Ranged unit stats are reduced(especially javelineers). Melee infantry stats are increased. Mercenaries: Recruitment cost includes resources food and coins. + + + Recruitment time is reduced to 2sec. Units of the second rank. - - - Limited on the map (no more than 20 units of the same class). Do not gather resources. Have high loot values (100% coins and 50% food). UPDATE: Version 0.4.0 The cost of recruiting units includes coins. New resources are included in the cost of building construction. Building a temple unlocks new technology. Support units will start generating income in the form of coins. UPDATE: Version 0.3.1 ( Fixed Summary tab ) NOTES: The mod changes some parts in the GUI. Access to Barter and Resources through the button in the top Panel. 8 Resources in the Game. New: Amphoras, Olives, Papyrus, Coins. Description: Base Barter rate at the start of the game: 100 to 82. After the first Barter on the Market, the rate for each resource starts to change dynamically. If 100 units of a resource can be exchanged for a number greater than 82 it means a more favorable rate. And vice versa. Dynamics of Rates: Standard - when prices are updated, the rate can increase or decrease with equal probability, i.e. 50%/50%. Growing - when prices are updated, the rate is more likely to rise than to fall. For example 85% increase, 15% decrease. New Resources are available only in the Civic Center (technology) and Market (technology and barter). The Civic Center generates new resources 2 times faster than the Market. Amphora Available to all factions in CC and Market through technology. standard price standard dynamics Olives standard price standard dynamics Access : Market through technology in all factions CC Production is available to the following factions through technology Athens Iberians Macedonians Ptolemies Rome Sparta Papyrus standard price standard dynamics Access : Market through technology in all factions without bonuses CC Ptolemies first technology is available in Phase 1. The rest of the factions from Phase 2. Coins Price: standard Dynamics: Growing (this resource increases in price during the game) Available to all factions in CC and Market through technology. Version(0.2.0): Added 5th type of resource "Coins" The resource is NOT AVAILABLE for mining on the map, and for traders moving between markets. Ways to get the resource: 1.It is possible to barter for other resources in the Market. 2.The Civic Centers and the Markets generate coins after researching technologies: Technology branch in the Civic Center (Coinage). Technology branch in the Market (Profit from local comerce) Feature of this resource: Has positive price dynamics Coins become more expensive over time. Market in the Mod: After the first Deal, prices become dynamic, in other words they change: 1.If players Barter resources in the Market 2.If players do NOT Barter resources on the Market The exchange rate may gradually decrease or increase over time. In a new game, the exchange rates will be different from the previous game. Each next trade will increase or decrease the price differently. The interval between updates has been increased to 7sec. The market recovers unevenly for each update interval. Infrequent events where there is a significant jump in rates. Installation method: Right-click on the archive Select open with - specify 0 AD. In the Settings menu the Mod should be displayed in Green color. Save and Restart the game
  20. Update: Version 0.1.1 Trading has become more profitable. Building a Dock will give a small boost to food, even if there are no fish on the map. Increased bonus from trade. Market The number of traders on the map is limited. Building a Wonder increases the Limit Market construction is available from Phase 1, the cost is increased. Will give a boost to all 4 resources (local trade). Construction of the next market is not closer than 150m. Increased bonuses from trading between your markets, and from trading with allies. Forge Construction is available from Phase 1. Some technologies have been moved to a lower phase. BOSSY Bot: Builds Markets from the beginning of the game and actively trades. More actively uses barter.
  21. On the first screen(6 batches of 2) the cost of the queue at the time of its formation is 6 * the cost of 1 batch. The cost of inactive 5 batches in the queue are removed from the balance. On the second one, the cost of the queue will be the cost of 1 active batch at the time it is ordered. The length of the queue is any. The difference in the number of resources .
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