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Perzival12

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Everything posted by Perzival12

  1. Wow, you sure do love to troll. Those are some pretty funny ways to mess with people, I especially love the spamming houses one and the "enjoying the weather" one. About scouting... AI should need to scout, Petra doesn't.
  2. Siege units were capturable in A23 and maybe even more recently, why were was that removed, @Stan`?
  3. Actually, armor and weapons were much more valuable than is commonly thought, and gathering armor and weapons from the battlefield was a very common thing, so common that both the Iliad, the Odyssey, and the Aenied talk about how both famous and powerful warriors and newbies would make sure to take their opponents war gear for later use or sale.
  4. The best way to do this would be to remove loot in general and make units spawn (tiny amounts of) treasure when they die. Then one player (or both) has to activity gather treasure, rather than just gaining it for every kill.
  5. So, I'm trying to make some maps, but I can't access all of the terrain options in the terrain tab. There is no way to scroll through them or switch between pages of terrains, meaning that about half of the terrains (Cliff, Special, and who knows what else) are inaccessible to me. Does anyone know of a way to access the terrains? I'm also opening this as an issue for A28, even if it doesn't get fixed till A29.
  6. So, is there any idea of how much time is left until A28 become the current version, i.e. replaces A27 on the main website, and I have to port all of my mods over to it? And, when that happens, what changes will I need to make for my mod(s) to work on A28, if any? I know that A26-A27 had some changes, specifically regarding the simulation code, what stuff is changed for A28?
  7. Will do. I think leaving the fortress and arsenal out is a good choice, since (being somewhat of a noob player still) I was losing to the AI when it was building fortresses, and since I disabled siege weapons from being trained (which again, I Iost because of them), arsenals are somewhat useless. I'm testing the AI on some friends of mine, who are also noobs, so I'm actually getting a pretty good idea of what is too powerful or too weak. Which AI? Mine, the custom Hyrule ones I wrote, or Petra?
  8. To install: download the .zip file. Place it in your mods folder (on Linux: ~/.local/share/0ad/mods/, on Mac: ~/Library/Application\ Support/0ad/mods/, and on Windows: ~\Documents\My Games\0ad\mods\), then unzip it. Turn on the game, go into mod selection, enable EasyAI. Go to the match setup screen, click on the bar that says PetraBot (up next to the civ and color selection stuff), and select EasyAI.
  9. I like Pebble AI, it matches the comparitive weakness that Pebble has compared to Petra. I'll release the next version under that name, but I need to know what should be changed? Is it still too strong? Or maybe it is too weak? Let me know any changes you think about it, but keep in mind it is for novice players, and a HardAI (Maybe AresBot) is on it's way.
  10. These are all great ideas, I definently agree that these should be implemented (at least the first 7).
  11. Okay everyone, so I got the easier ai done. I present to you, the one and only (AFAIK) EasyAI!!! EasyAI has the following changes (read the README for more details): - EasyAI never builds arsenals or fortresses. - EasyAI never trains heroes or siege machines (though it can use captured ones) - EasyAI sends smaller attacks, around half the size of Petra's. - EasyAI takes much longer to phase up. - EasyAI trains less workers. - EasyAI builds less fields. I tested EasyAI against Petra, and Petra beats it consistently and severely. Let me know what you think of it. This is only version one, I might make some more changes in the future (EasyAI never betrays the player, EasyAI never captures buildings, etc.), but here it is: EasyAI.zip
  12. I'll get started on that (probably start by editing Petra, neve made a whole bot before) sometime soon, and see what I can come up with.
  13. If I were to make a more friendly bot and post it here, could it be packaged in the game? And then we can start improving Petra to be more challenging and realistic?
  14. So, after both playing against and editing Petra, I have found several features that Petra needs to really stand a chance against a competent player. #1: Petra doesn't build walls. This is a real problem, since it leaves it open to anyone with some siege rams and a catapult or two. It also means that Petra never really acts like a real player, especially when set to defensive (when it should essentially just turtle). #2: Petra doesn't upgrade buildings or units. I know this is more minor, but it is important, as it means that the closer you get to the center, the weaker Petra is, since it built Sentry Towers in Village Phase (with little territory), then started building Defense Towers in Town Phase (as it spreads out). It would make Petra more challenging if it upgraded Sentry Towers to Defense Towers. This also has another problem: Petra never upgrades units, so it has to wait till City Phase to get the Centurions, when it could upgrade them as soon as they reach Elite Rank. Also, the Mauryan Maidens never switch from their melee version to their ranged version, which is a problem. #3: Petra doesn't turret on walls. While this requires walls (see #1), it is another thing that would be useful to add. I know it is too late to put these into A28, but maybe we should try to implement them for A29?
  15. What exactly was changed? What are the improvements?
  16. The new release is out! It adds the Gerudo civ, Rupees as a resource, a whole ton of new maps, and spawning features. Check it out here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0110
  17. Okay, I remember the code for that, just checking.
  18. Siege machines will still attack buildings though, right?
  19. Hey, I put this list together. It has every class, both the VisibleClasses and the Classes, for triggers, auras, techs, etc. Hopefully someone finds this helpful! classes.txt
  20. Just be patient. It took him a week or two before he signed mine, he'll get around to yours eventually.
  21. It would be an interesting mechanic if when the Germans play against Rome and destroy an Army Camp, they get their Wonder for free.
  22. Yeah, the reason Petra currently needs to see the entire screen is because it decides when to launch an attack based off of the current number of buildings, units, etc. that it's target has, as well as where they are. The hard part would be naval maps, where it would have to sail around with a ship (which it currently only builds fishing boats unless it is attacking) until it found your base. And, on maps with large islands where you are not visible by a ship sailing around you, Petra would have to be coded to land on an island, send soldiers to find you, then get back in then ship and sail back. Another reason Petra can see the entire map is so itcan change it's plans based off of what has happened since it launched an attack, i.e. to make sure it doesn't just walk past new buildings that weren't there when it ordered the attack.
  23. This is easy. Add capture points to ships, with ships also having a (empty) capture damage. Units can then have an aura that works on garrisoned ships, giving them capture attack.
  24. Hey everyone! The new release is out! Version 0.10.0 (sorry I didn't post the last three). It adds the Fairy Enclave civilization, Minor Factions, fixes Stealth and Camouflage, and adds a fully functional campaign (i'm looking at you, @Atrik). You can download it here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0100#downloadsform.
  25. I would recommend scaling them up, at least a little bigger.
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