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mod_3d

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Everything posted by mod_3d

  1. UPDATE 0.3.0: Added new tactics, 5 in total (Attack, Building, Defense, Economy, Research). Added the ability to switch to any tactic with a single click Icons have been added for each tactic Switching does not require resources, but as the Hero's rank increases, the switching time increases (rank 1 - 5 seconds, rank 2 - 10 seconds, rank 3 - 15 seconds). Attack - bonuses to the attack parameters of units and buildings. Building - Reduction in the time and cost of building structures. Defense - bonuses to the defensive parameters of units and buildings. Economy - bonuses to resource gathering, but the attack and defense of units are reduced. Research - reduction in the time and cost of researching technologies.
  2. In the replay, the difficulty level is set to Medium, and the behavior is Balanced. These settings have limits on the number of units (for example, gain 140 units and stop despite the maximum limit), they can also limit building, technology and the number of units in the rush. The mod is tested on Very Hard, the behavior is Aggressive. A map with a low amount of resources also affects the bot's play.
  3. UPDATE: Version 0.7.4 When retreating, support units will enter the garrison if there are relevant buildings nearby. After building a Temple, the bot will recruit 5 Healers and add them to rush groups, etc. Added individual queues for Siege units and Elephants. As soon as these units become available, they will be recruited with higher priority. Reduced conditions for moving to the next phase and building a second Civ Center.
  4. Mod updated. If there are no critical bugs, I will send for verification on mod.io after some time. On what maps and game settings do not build houses?
  5. UPDATE: Version 0.7.3 Changes: Fixed a bug with recruiting Champions Fixed a bug with recruiting Support units, set the limit to 50. Added recruitment of Cavalry and Infantry at the start of the game for more defense against early rushes. PETRA_Expert vs Base PETRA
  6. UPDATE: Version 0.8.2 - The price update interval on the Market was increased from 7 to 10 seconds. - Barter has 10 times less influence on the change of prices for resources. Thus, reverse barter deals aimed at raising or lowering prices will be unprofitable for the player. At the same time, players have the opportunity to: 1. make highly efficient barters during price jumps. 2. barter resources on roughly equal terms with other players. Examples of prices at the start of 2 games
  7. The link to the latest version of the mod is in the first post with the description. Also added installation method.
  8. Check the size of the downloaded file: 0.8.0 - the archive is about 12kB 0.8.1 - archive 224.07kB They have the same names, and you may have installed a previous version of the mod.
  9. After installing the mod, In Mod Selection shows version 0.8.1? The update is being tested for balance.
  10. UPDATE: Version 0.8.1 After loading the mod, an assistant window will be displayed. Added tabs with description of changes, etc. The unit and building maintenance system is still being tested and may be unbalanced! At the beginning of the game players may see a quick increase in coins, but in the middle or end of the game, when there are a lot of military units on the map, the increase may be negative. Main ways to get coins: 1.Economic buildings and auxiliary units Resource is generated every second 2.Barter on the market Main spending: 1.Reciting units and constructing buildings. 2.Military units and buildings consume resources in large quantities. The cost of maintenance is displayed in the cards
  11. UPDATE: Version 0.7.1 Disabled debugging. Fixed a bug when recruiting a large number of support units. The number would be around 60.
  12. Hi! Do you have additional mods installed? The map and its settings can also make a difference (if the player bases are too close it can change the behavior settings). Screenshots with game and map settings for 200 units and 300 starting resources. If you get different results when playing the game, a save or screenshots may help to understand the reasons. First rush of basic Petra at 8min. 1. On Screenshot 50 support units for 13min. If you get more when testing, it could be due to: a) other mods or game settings. b) the number of units is less than 50, but a large batch size is selected when recruiting. 2. 5 support units are gathering wood 5 infantry units are gathering grain. The units switch one at a time at intervals: step 1 4 support and 1 infantry wood 4 infantry and 1 support grain step 2 3 support and 2 infantry wood 3 infantry and 2 support grain. etc. Full switching may take some time 3. On the screenshots by 8min 0 cavalry. 4. Example screenshots with unit graphs at 5 and 8+ min. With the mod, at 8+ minutes into the game, the infantry count is 2x higher than the base Petra. 5. No changes have been made to Dropsites, if there is a lot of fruit in the starting area it will increase unit movement as only one farm is built and mostly on the edge of the influence area not considering the location of these resources.
  13. UPDATE: Version 0.7.0 Support Units will react early and move a safe distance away from the opponent's units (Ranged and Melee). Ranged Units will react early and move a safe distance away from the opponent's Melee units.
  14. UPDATE: Version 0.6.1 During resource gathering, units will be distributed more optimally, depending on the speed of gathering a specific resource. Basic resource gathering rate, with the maximum priority in parentheses: Support Workers Grain 0.5 (1) 0.25 (4) Wood 0.7 (2) 0.75 (3) Stone 0.35 (3) 0.5 (2) Metal 0.35 (4) 0.5 (1) 1.If there are Workers gathering Food and there are Supports gathering Metal Stone or Wood, these units will be swapped. 2.If after step 1 there are a Support that gathering Metal or Stone and Workers gathering Wood, then these units will be swapped. Before After
  15. Hi! Depending on the game number: for A26: a special version of the bot with customizations for technology, and resource bartering was integrated into the latest version of Volatile Market, but it has been removed and is not supported for A27. For A27: optional But the mod versions are: Volatile Market 0.8.0 or higher bot PETRA Expert 0.6.0 or higher
  16. UPDATE: Version 0.8.0 (compatible with A27) Basic mod functionality. Only dynamic price changes on the Market. Without new resources and other changes. Barter multipliers have been changed(Metal is the most expensive resource) Resource Buying Selling Food 1.0 1.0 Wood 1.1 1.1 Stone 1.15 1.15 Metal 1.2 1.2
  17. Updated to Version 0.6.0 Added settings for the game with a limit of 200 units. Changed settings for queue manager. Now resources can be transferred without restrictions from low-priority to high-priority queues. Some factions are gaining 150+ units each in less than 12 minutes from game start.
  18. Updated to Version 0.5.5 When planning the base, buildings will be placed closer together. To reduce unnecessary movement of workers, Houses will be built near Storehouses.
  19. UPDATE 0.2.1: Fixed bugs during Hero Promotion and switching between tactics. Added more detailed description of bonuses.
  20. Update: Version 0.2.0 Added Promotion, Tactics and new Auras. Description in first post.
  21. Updated to Version 0.5.3 Added description to the first post.
  22. 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.
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