
mod_3d
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Everything posted by mod_3d
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bot PETRA_Expert (0.7.1).More active bot, compatible with A27.
mod_3d replied to mod_3d's topic in Game Modification
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 -
Mod Volatile Market. A more various simulation of market behavior.
mod_3d replied to mod_3d's topic in Game Modification
Mod updated(0.4.0) Added description to the first post. -
bot PETRA_Expert (0.7.1).More active bot, compatible with A27.
mod_3d replied to mod_3d's topic in Game Modification
Updated to Version 0.2.0 Bot adapted for the Volatile Market mod. -
Error in the Summary window (Resources tab) after adding 5 resources.[SOLVED]
mod_3d replied to mod_3d's topic in Bug reports
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 -
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.
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Error in the Summary window (Resources tab) after adding 5 resources.[SOLVED]
mod_3d replied to mod_3d's topic in Bug reports
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) -
Mod Volatile Market. A more various simulation of market behavior.
mod_3d replied to mod_3d's topic in Game Modification
Mod updated(0.3.1) Fixed a bug in the Summary tab (for Resources and Market). -
Mod Volatile Market. A more various simulation of market behavior.
mod_3d replied to mod_3d's topic in Game Modification
Mod updated(0.3.0). Testing There are 8 Resources available in the game. Added description to the first post. -
Error in the Summary window (Resources tab) after adding 5 resources.[SOLVED]
mod_3d replied to mod_3d's topic in Bug reports
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Adds a more advanced bot(based on PETRA) to the game. UPDATE: Version 0.7.1 Disabled debugging. Fixed a bug when recruiting a large number of support units. The number would be around 60. 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. UPDATE: Version 0.6.1 During resource gathering, units will be distributed more optimally, depending on the speed of gathering a specific resource. UPDATE: 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. UPDATE: 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. 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
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Mod Volatile Market. A more various simulation of market behavior.
mod_3d replied to mod_3d's topic in Game Modification
Mod updated(0.2.0). Added description and video to the first post. -
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. UPDATE: Version 0.8.1 - Added new resource: Coins - Market prices now change from the start of the game Buildings: - Coins are now required for constructing buildings - Economic and certain other buildings generate coin income - Military buildings require coin maintenance Units: - Coins are now required for training units - Support units generate coin income - Military units consume coin maintenance 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 Changelog for А26 Installation method: download archive Right-click on the downloaded file Select tab: Open With... specify 0 AD. In the Settings menu the Mod should be displayed in Green color. Enable mod Save and Restart the game volatile-market.zip
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Mod BOSSY (0.1.1). (Added new BOT, Rebalance Gameplay, Units.)
mod_3d replied to mod_3d's topic in Game Modification
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. -
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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Mod BOSSY (0.1.1). (Added new BOT, Rebalance Gameplay, Units.)
mod_3d replied to mod_3d's topic in Game Modification
Update Version 0.1.0 Added BOSSY bot difficulty level - very hard Builds 3 barracks actively researching technologies No extra bonuses Game stats: BOSSY(blue) with PETRA(red) Towers Mechanics changed: can be built closer together garrison limit reduced to 1 construction cost increased default number of projectiles is increased (up to 5 for regular towers and 10 for stone towers). spread increased increased reload time Mechanics of recruitment of units has been changed: for : champions, elephants, mercenaries(cost increased), cavalry, and some ranged units hiring from phase 1, access in the Civ Center map limit match limit For example: Persians can hire Elephants from the start of the game, but there can't be more than 4 of them on the map at the same time. Hiring for the whole game is limited to 20. Added male suppport-unit, slingers, archers and spear throwers. Resource extraction characteristics are high throwing characteristics low Possibility to hire support units in warehouses and farms -
Mod BOSSY (0.1.1). (Added new BOT, Rebalance Gameplay, Units.)
mod_3d replied to mod_3d's topic in Game Modification
As far as I remember, you don't have the bot configuration files themselves in Delenda Est. -
Mod BOSSY (0.1.1). (Added new BOT, Rebalance Gameplay, Units.)
mod_3d replied to mod_3d's topic in Game Modification
In Delenda Est - PETRA could not build fields, but by manually increasing his fruit supply he could develop noticeably. This applied to an early version of the mod. I haven't tried it now. -
Mod BOSSY (0.1.1). (Added new BOT, Rebalance Gameplay, Units.)
mod_3d replied to mod_3d's topic in Game Modification
VERSION 0.0.3. All factions are now able to hire Heroes in Civ Center from the first phase of the game. Sparta - Spartiates can be hired in Civ Center with a limit of 10. The limit can be increased by building a unique building. Britons - military dogs can be hired in Barracks, Stables and Civ Center. Limit 30 Added technology branches. Testing PETRA Changes Added Hero, War Dogs, and Spartiates hiring priority starting in the first phase of the game. Actively researching technologies. -
Mod BOSSY (0.1.1). (Added new BOT, Rebalance Gameplay, Units.)
mod_3d replied to mod_3d's topic in Game Modification
Mod Updated. Added screenshots and description to the first post. -
Fishing boats and some other parameters can be customized in the AI/Perta/config.js file sample code this.Economy = { "popPhase2": 80, // How many units we want before aging to phase2. "workPhase3": 160, // How many workers we want before aging to phase3. "workPhase4": 300, // How many workers we want before aging to phase4 or higher. "popForDock": 25, "targetNumWorkers": 800, // dummy, will be changed later "targetNumTraders": 40, // Target number of traders "targetNumFishers": 30, // Target number of fishers per sea "supportRatio": 0.35, // fraction of support workers among the workforce "provisionFields": 4 };
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Example aura, but the change calculation heppen even when the units are not near the building. Is there any way to specify recalculation of indicators at the moment of action, and avoid unnecessary calculations? { "type": "range", "radius": 60, "affects": ["Soldier"], "modifications": [ { "value": "Attack/Capture/Capture", "add": 0.2 } ], "stackable": true, "auraName": "Capture Bonus", "auraDescription": "Each Soldier in range increases capture points by 0.2. The effect is stackable.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" }
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Mod BOSSY (0.1.1). (Added new BOT, Rebalance Gameplay, Units.)
mod_3d replied to mod_3d's topic in Game Modification
Added archive with mod to the first post. Changed some settings of AI behavior and unit stats.