mod_3d
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Everything posted by mod_3d
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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. UPDATE: Version 0.11.0 -The PETRA Expert Volatile Market bot is integrated into the mod. Other bots do not support the new features. -Coin balance statistics for units and buildings have been added (on the left side of the screen). -A calendar system has been added (bonuses for gathering resources depending on the season and month). -The length of a month in the game is 1 minute. -Each month has a base multiplier for resource gathering speed, to which a random number is added. Thus, in January of the first year, the resource gathering speed will differ from the gathering speed in January of the following year, and so on. -During the winter months, resource gathering is significantly slowed down and increases towards the end of summer. -Grain gathering is mainly possible in summer (the highest bonus is in August), while in winter and some months of spring and autumn, gathering is DISABLED. -Resource gathering is disabled for infantry. -Due to bonuses, Support units will be able to gather more resources in 12 minutes (a full game year) than Support + Infantry in the base game in the same amount of time. -Arrows are disabled for Civic Centers. 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. 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. -
Mod BOSSY (0.1.1). (Added new BOT, Rebalance Gameplay, Units.)
mod_3d replied to mod_3d's topic in Game Modification
The AI has no bonuses compared to the player, other than the ones it already had(ie on the hardest level it's +56% to gathering speed, and trading). Changes For AI : limit of fishing boats - increased to 40 limit of traders - increased to 50 batch size some priorities expanded minimum and target limits for unit recruitment Changes to the stats of buildings, units, technologies and resources apply to the player as well. -
Hi! A description of some of the changes and mechanics: Added BOSSY bot +batch size : random number in the range of approximately (5, 30) and increases with population growth +technology manager : increased priority for researching economic technologies from the warehouse, as well as some others + various configuration changes : customizations refer to the level of difficulty very complex + selection of units for rush, etc. increased RESOURCES: increased deposits Each next unit will have some additional bonus, that is, the more units involved, the faster the mining. UNITS: Melee Infantry changed parameters Ranged Infantry changed parameters Added paired branch of technology in the forge. One increases Range and Dispersion, the other decreases Dispersion. The ability to attack buildings is NOT available, but the range for capturing has been increased and a bonus has been added. The Civic Center has access to up to 6 Ram's from the start of the game. Building an Arsenal increases the limit. With these changes, PETRA can be more effective. Foundation Buildings are built with 50 XP and have increased durability. TOWERS Can be built closer together, but increased time to reload. MARKET Resources are exchanged at different rates. Metal is the most expensive. Almost all buildings give a bonus to population so that the AI can scale. NOTE: The mod is in the early testing and balancing phase. It is intended for more advanced players. The highest difficulty level may differ markedly from the vanilla version of the game. Easy difficulty levels look like they should remain unchanged. INSTALLATION: Extract the archive to the folder with mods and activate it in the menu. BOSSY_0_1_0.zip BOSSY_0_1_1.zip
