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mod_3d

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Posts posted by mod_3d

  1. On 12/02/2026 at 9:31 PM, wowgetoffyourcellphone said:

    On the contrary, I'd make the rarer siege units (catapults, bolt shooters) capturable so those civs lacking them can use them. :)

    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.

  2. Screenshot_20260219_193325.thumb.png.61e06ab406f4d8853620e5e1f344f0bc.png

    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:

    Spoiler

    You can support the mod via the Steam platform.
    Gift certificate or Steam wallet top-up code.
    More details:
    https://help.steampowered.com/en/faqs/view/2C02-3563-B72F-F117
    For user (ko3dzi):
    https://steamcommunity.com/profiles/76561199257648735

     

    ancient-market.zip

    • Like 2
  3. Mod update:

    Added detailed description in the first post.
    Technologies for researching Phase 2 and 3 gradually increase the characteristics of units(resource gathering speed, attack, defense, etc.).
    CivCenters can be build closer together. The minimum distance has been reduced from 200 to 120.

    Rebalancing of siege units. 

    The Arsenal is available from phase 1, but it takes much longer to build.
    Rams are available from phase 1, but they take longer to recruit and have lower stats. 
    When moving to the next phase, the construction time for the Arsenal is reduced, and the stats of the Rams are increased.
    Capture is only possible for Rams, as these units are available to all factions.
    Other siege units on phase 3.

  4. Screenshot_20260210_200236.thumb.png.e38c18d04d7895ea553c18947b3ea841.png

     

    Early access for players testing versions R28 or R29 of the game.

    It's basically Petra, but with customization options and for game >= 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:

    Spoiler
    ## Economy Parameters
     
    ### popPhase2
    - **Default:** 80
    - **Description:** Number of units the AI aims to have before advancing to Phase 2 (Town Phase). Higher values mean the AI will wait longer before advancing to the next phase.
     
    ### workPhase3
    - **Default:** 150
    - **Description:** Number of workers the AI wants to have before advancing to Phase 3 (City Phase).
     
    ### workPhase4
    - **Default:** 200
    - **Description:** Number of workers the AI wants to have before advancing to Phase 4 or higher.
     
    ### popForDock
    - **Default:** 25
    - **Description:** Population threshold at which the AI considers building a dock. Lower values mean the AI will build docks earlier.
     
    ### targetNumTraders
    - **Default:** 1
    - **Description:** Target number of traders the AI will create for trade routes between markets.
     
    ### targetNumFishers
    - **Default:** 1
    - **Description:** Target number of fishing ships per sea. Higher values increase food gathering from fishing.
     
    ### supportRatio
    - **Default:** 0.3
    - **Description:** Fraction of the workforce that should be support workers (female citizens). Value of 0.3 means 30% of all units will be support units.
     
    ### provisionFields
    - **Default:** 2 (disabled)
    - **Description:** Number of farms the AI will build initially. In mod, Default = 15.
     
    ## Military Parameters
     
    ### rushAttack
    - **Default:** 500
    - **Description:** Priority value for rush attacks. Higher values make the AI more likely to execute early rush strategies.
     
    ### hugeAttack
    - **Default:** 400 (not > rushAttack)
    - **Description:** Priority value for large-scale attacks. Controls the AI's tendency to mass large armies before attacking.
     
    ### defaultAttack
    - **Default:** 300 (not > rushAttack)
    - **Description:** Priority value for standard attacks. This is the baseline attack priority for normal situations.
     
    ### towerLapseTime
    - **Default:** 360
    - **Description:** Time in seconds to wait between building 2 defensive towers.
     
    ### fortressLapseTime
    - **Default:** 390
    - **Description:** Time in seconds to wait between building 2 fortresses.
     
    ### popForBarracks1
    - **Default:** 25
    - **Description:** Population threshold for building the first barracks/range/stable. Lower values mean earlier military building construction.
     
    ### popForBarracks2
    - **Default:** 55
    - **Description:** Population threshold for building the second set of military buildings.
     
    ### popForForge
    - **Default:** 65
    - **Description:** Population threshold for building a forge..
     
    ### numSentryTowers
    - **Default:** 1
    - **Description:** Number of sentry towers the AI will build in the early game.
     
    ## Priority Parameters(value > 0)
     
    These parameters control the AI's decision-making priorities. Higher values make the AI prioritize that action more. Some priorities may change during the game.
     
    ### support
    - **Default:** 1500
    - **Description:** Priority for training support workers (female citizens).
     
    ### citizenSoldierMelee
    - **Default:** 1500
    - **Description:** Priority for training defense soldiers.
     
    ### trader
    - **Default:** 1
    - **Description:** Priority for training traders.
     
    ### healer
    - **Default:** 20
    - **Description:** Priority for training healer units.
     
    ### ships
    - **Default:** 1
    - **Description:** Priority for building naval units.
     
    ### house
    - **Default:** 250
    - **Description:** Priority for building houses. Higher values mean the AI will prioritize population growth more.
     
    ### dropsites
    - **Default:** 950
    - **Description:** Priority for building resource dropsites.
     
    ### field
    - **Default:** 880
    - **Description:** Priority for building farms.
     
    ### dock
    - **Default:** 90
    - **Description:** Priority for building docks.
     
    ### corral
    - **Default:** 1
    - **Description:** Priority for building corrals for livestock.
     
    ### economicBuilding
    - **Default:** 700
    - **Description:** Priority for economic buildings (markets, farms, etc.).
     
    ### militaryBuilding
    - **Default:** 330
    - **Description:** Priority for military buildings (barracks, ranges, stables).
     
    ### defenseBuilding
    - **Default:** 70
    - **Description:** Priority for defensive structures (towers, walls, fortresses).
     
    ### civilCentre
    - **Default:** 1
    - **Description:** Priority for building additional civil centers (town centers).
     
    ### majorTech
    - **Default:** 400
    - **Description:** Priority for major technologies (phase advancements, important upgrades).
     
    ### minorTech
    - **Default:** 450
    - **Description:** Priority for minor technologies (unit upgrades, economic improvements).
     
    ### wonder
    - **Default:** 1
    - **Description:** Priority for building wonders.
     
    ### emergency
    - **Default:** 1000
    - **Description:** Priority used only in emergency situations. Should be the highest priority to ensure critical actions are taken when needed.


    Added the ability to recruit support units from houses.

    Screenshot_20260210_202417.thumb.png.d2069cbe081602f77c9e34a306cfed91.png


    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, 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.


    Mod support:

    Spoiler

    You can support the mod via the Steam platform.
    Gift certificate or Steam wallet top-up code.
    More details:
    https://help.steampowered.com/en/faqs/view/2C02-3563-B72F-F117
    For user (ko3dzi):
    https://steamcommunity.com/profiles/76561199257648735

     

    r28-bot.zip

    • Like 1
    • Thanks 1
  5. Must be compatible with A27 and R28.

    The mod changes the gameplay from(1 CivCenter without walls and towers at all stages)
    to active:
    The maximum population at the start is limited from 20 to 100 units (configurable before the start of the game).
    To increase the limit, players build additional CivCenters.
    Each center increases the limit by +40 units.
    The upper population limit is only limited by the number of CivCenters that a player can build on the map.

    Changes for buildings:

    For all non-military buildings, the number of capture points is reduced to 5-20 (instead of 250 and above).

    Phase Bonuses:

    Spoiler

    **Phase 2 Bonuses**
    - All military units:
         +10% damage,
         +10% health,
         +1 armor
    - Ranged units:
         +5 range,
         -10% accuracy
    - Support units:
         +7% base gather speed,
         +2 resource capacity
    - Arsenal:
         build time -25%
    - Ram:
         build time -25%,
         +50% crush damage

    - Elephant Stable
          build time -25%,
          
    - Elephant
          build time -25%,
          +50% Hack damage,
          +50% Crush damage,
          +100% Health


    **Phase 3 Bonuses**
    - All military units:
         +20% damage,
         +15% health,
         +2 armor
    - Ranged units:
         +10 range,
         -20% accuracy
    - Support units:
         +15% base gather speed,
         +5 resource capacity
    - Arsenal:
         build time -50%
    - Ram:
         build time -30%,
         +100% crush damage

    - Elephant Stable
          build time -50%,
          
    - Elephant
          build time -50%,
          +100% Hack damage,
          +100% Crush damage,
          +100% Health

    Auras:
     

    Spoiler

         Building these structures gives bonuses to units.
         Wonder gives the highest bonuses.

         - Barracks(Infantry): +2% damage, +3% walk speed, +3% health, +0.2 resistance, +1 max range (stackable)
         - Stable(Cavalry): +2% damage, +3% walk speed, +3% health, +0.2 resistance, +1 max range (stackable)
         - Civil Centre: +10% gather speed for workers (stackable)
         - Wonder: +100% damage, +7% walk speed, +15% health, +1 resistance, +5 max range, +100% gather speed (stackable)

    Screenshot_20260224_153818.thumb.png.16979e7174adeae777b653cb6fcf0080.png

     

    CivCenter:

    Arrows are disabled!
    The number of capture points is reduced from 2500 to 50.
    Minimum distance between CivCenters reduced from 200 to 120

    Screenshot_20260206_145743.thumb.png.b2eb623ff8330798d9f0dfc6677ef9f1.png

    Arsenal:
      now available from Phase 1 with increased building time
      Build time decreases with each phase advancement

    Ram:
      now available from Phase 1 with increased training time and 3x reduced crush damage
      Training time decreases and crush damage increases with each phase advancement

    - Other siege weapons (catapults, etc.) remain Phase 3
    - Capture mechanics restricted to Rams only - other siege units cannot be captured

    rams can be captured by another player in a couple of seconds

    Screenshot_20260206_170847.png.a2c293ad8d898f692132427d5e97e3c9.png

     

    Elephant Stable:
      now available from Phase 1 with increased building time
      Build time decreases with each phase advancement


    Elephant:
      now available from Phase 1 with increased training time,reduced max health to 250 and 3x reduced hack and crush damage
      All characteristics improve with the move to the next phase. 
    Mod support:

    Spoiler


    You can support the mod via the Steam platform.
    Gift certificate or Steam wallet top-up code.
    More details:
    https://help.steampowered.com/en/faqs/view/2C02-3563-B72F-F117
    For user (ko3dzi):
    https://steamcommunity.com/profiles/76561199257648735

     

     

    legacy-of-antiquity.zip

  6. Note:
    The mod has been tested on version R29 for developers, but should be compatible with A27 and R28.

    Description:

    Adds 21 ranks for Support Units.
    When a certain amount of resources is gathered, the unit's rank increases.
    Each subsequent rank improves the overall gathering speed for all resources. 
    The bonus and the amount of resources required grows exponentially.
    Example:

    Rank  Bonus   Amount of resources required for improvement
    2           +1%                          30
    3           +3%                          45
    ...

    21        +200%              (approximately 15 minutes when gathering fruit, for other resources it takes 2 or more times longer).

    Ranks are not displayed in the unit interface, only the change in gathering speed.
    Screenshot_20260128_051826.thumb.png.1e6928a9731f8aafc1ce820bedbafe82.png

    Screenshot_20260128_052002.thumb.png.347bcb1ca4794208db8781123f8c4612.png

    promotion-for-support-units.zip

    • Like 2
  7. UPDATE: Version 0.11.1

    Balance
    Increased income from retail trade (multiplier = 3.25)
    Increased income from deposits from 1 to 1.5%
    The amount of resources on the map has been increased by 4 times.

    Bot
    The resource gathering speed for the player and the bot is the same and does not depend on the selected game difficulty level. 
    Added a garrison function for training units (infantry and cavalry). After recruitment, idle units will enter the building to gain experience and increase their rank.
    The maximum number of support units is set at 1/3 of the unit limit.

    Screenshot_20251212_140422.thumb.png.85e4aa96cb58b3ba56aeb753b6f7f9c8.png

     

    • Like 1
  8. 8 hours ago, Jackerino said:

    Noticing an issue with this bot; on lower difficulties, (specifically I'm playing on Very Easy at the moment), I get spam in the logs which says "warning: Invalid command: Can't train 0 units" once Markets are built.  This issue doesn't appear to happen on higher difficulties.

    UPDATE: Version 0.7.6 
    Fixed a bug when recruiting units on the very easy difficulty setting.

    • Like 1
    • Thanks 1
  9. UPDATE: Version 0.10.0

    - Added retail trade
    - Added transfer of coins to deposit with subsequent income
    - Statistics for retail trade and deposit
    - Update interval for retail trade and deposit 5 seconds
    - Barter Multiplier changed to 1.0 for all resources
    - Income from units and buildings has been reduced by 2 times.

     

    Retail Trade:

    When you right-click on a resource “for sale,” it will be transferred to retail and sold in small batches, but at a more favorable rate. If this resource is Coins, it will be transferred to a deposit and the player will receive interest on the total amount.
    When you right-click on a resource “for buy”, it will be transferred from retail back to the player.
    Min amount = 100

    Screenshot_20251021_110023.thumb.png.091f526d8ef1a8171b72fb299726dd7e.png

    • Like 1
  10. 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.

    Screenshot_20251007_074419.thumb.png.28b94b1563e2fdbe5d4a6d84bc9ddbc5.png

    • Like 1
  11. 5 hours ago, yaroslav said:

    Hi! I've got a following error after some time playing:

    ERROR: JavaScript error: simulation/ai/petra_expert/attackManager.js line 1132
    army is not defined
      PETRA_EXPERT.AttackManager.prototype.switchDefenseToAttack@simulation/ai/petra_expert/attackManager.js:1132:20
      PETRA_EXPERT.DefenseManager.prototype.checkEvents@simulation/ai/petra_expert/defenseManager.js:563:35
      PETRA_EXPERT.DefenseManager.prototype.update@simulation/ai/petra_expert/defenseManager.js:23:7
      PETRA_EXPERT.HQ.prototype.update@simulation/ai/petra_expert/headquarters.js:3508:22
      PETRA_EXPERT.PetraExpertBot.prototype.OnUpdate@simulation/ai/petra_expert/_petraexpertbot.js:118:11
      m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7
    

    The error repeats every game tick. Also, there is a bunch of warnings like these:

    WARNING: PlayerID 6 |    Petra Expert error in incrementBuilderCounters for structures/iber/civil_centre with count < 0
    WARNING: PlayerID 6 |    Petra Expert error in incrementBuilderCounters for structures/iber/crannog with count < 0
    WARNING: PlayerID 6 |    Petra Expert error in incrementBuilderCounters for structures/iber/military_colony with count < 0
    WARNING: PlayerID 6 |    Petra Expert error in incrementBuilderCounters for structures/iber/house with count < 0
    WARNING: PlayerID 6 |    Petra Expert error in incrementBuilderCounters for structures/iber/ice_house with count < 0
    <... much more like this ...>
    

    UPDATE: Version 0.7.5 
    Thanks for the report.

  12. 1 hour ago, Deicide4u said:

    Replay of me playing the Petra Expert Medium on Mainland. No major bugs, but the bot did throw most of it's units away on the first push. Maybe it's harder when the bot is set to Defensive?

    I've even played badly, didn't utilize most of the Roman benefits.

    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.

    Screenshot_20250711_123949.thumb.png.04b7fabe957fc452cc1ed44a2a5e238c.png

  13. 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.

    • Like 1
  14. 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

    Prices.thumb.png.b9aa1cb554c24db749b10b35227c831a.png

    • Like 1
  15. UPDATE: Version 0.8.1

    After loading the mod, an assistant window will be displayed.
    Added tabs with description of changes, etc.

    welcome_screen.thumb.png.c1ea76cf6c84b547065695b9044ba2c9.png

     

    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

    support_rt.thumb.png.a7187b62e1989d539fa84b15d04cdb8f.png

     

    cavalry.thumb.png.c5711e3231ab49c198040209a219cd0a.png

  16. 11 hours ago, Seleucids said:

    Hi, I downloaded version 7 of your bot and test played it against Petra on very hard random settings. A few observations:

    1. The bot makes all women in the early stage, up to a third of its population. This gave the bot very good eco compared to Petra but very weak against rushes. 
    2. The bot still makes the same mistakes of using women to mine and infantry to farm. 
    3. The bot loves cavalry and its eco is mainly cavalry focused. 
    4. The bot wins against Petra but with a very low KD. 
    5. Dropsites are not placed close enough to the resources. 

    Point one can be improved by changing the target number of females. Normally, in a 200 pop game, 55-60 women is the sweet spot. Even in 300 pop games, assuming you use all women to farm, no more than 65 women is necessary from my experience. 

    Point 4 is a result of point 1: the bot always fights outnumbered battles. 

    Point 5 can be improved by decreasing the maximum acceptable distance between res and dropsite. 

    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.

    Spoiler

    difficulity.thumb.png.2d49adfd2646835e87c847b3cfd1ca38.png

    map.thumb.png.7bd4b006b402f4f072d16d9cd664ff5e.png

     

    enabled_mods.thumb.png.dc09e4288906c7aec90bd3420a69c08c.png

     

     

    player_settings.thumb.png.25ea58945077c4bb48207cb48396875a.png

    1625917559_support_5.thumb.png.227967563bf84b9b729ae7d973e39a1a.png

    282846839_support8.thumb.png.d20c1ee4d82006bfd55a2751eafd99c1.png

    resources_5.thumb.png.85af008338709a5e4482cff948363152.png

    resources8.thumb.png.e7349ef90b987eca3785d696fc747f4f.png

    units_5.thumb.png.5e2f4dfa2e79e884ac56cfe881156d22.png

    units8.thumb.png.6719ac08cfa95547e490f634222708f3.png

    Petra rush

    rush1.thumb.png.d0b7e96fbfdbbca94f5cabaad8fa2e46.png

     

     

    fields_7.thumb.png.60ed3d3162e354ffec18c1de3f70e591.png

    charts_5.thumb.png.d028d277903de92f1a5daa1d4c714746.png

    charts8.thumb.png.1529edfe28a71c98d5a473a87f26f7f7.png

     

    support_50.thumb.png.86ae8e074e748359b3ce10602a8ba662.png

     

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