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mod_3d

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Everything posted by mod_3d

  1. Updated to Version 0.3.0 Added description to the first post.
  2. 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.
  3. 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
  4. Mod updated(0.4.0) Added description to the first post.
  5. Updated to Version 0.2.0 Bot adapted for the Volatile Market mod.
  6. 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
  7. 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.
  8. 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)
  9. Mod updated(0.3.1) Fixed a bug in the Summary tab (for Resources and Market).
  10. Mod updated(0.3.0). Testing There are 8 Resources available in the game. Added description to the first post.
  11. Steps when adding a resource and a mod file: Volatile_Market_0_2_0.zip
  12. 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.
  13. Adds a more advanced bot(based on PETRA) to the game. UPDATE: Version 0.7.6 Fixed a bug when recruiting units on the very easy difficulty setting. UPDATE: Version 0.7.5 Bug fix 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. UPDATE: Version 0.7.3 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. 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. Previous versions bot_PETRA_Expert.zip
  14. Mod updated(0.2.0). Added description and video to the first post.
  15. 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
  16. 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.
  17. 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 .
  18. Is there any way to make the bot create an auto queue(which is available to the player)? Bot's queue As shown in this screenshot. Player's queue
  19. 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
  20. As far as I remember, you don't have the bot configuration files themselves in Delenda Est.
  21. 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.
  22. 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.
  23. Mod Updated. Added screenshots and description to the first post.
  24. 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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