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Posts
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Everything posted by Eilat
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Lopess has many small civilizations in the Endovelico mod. Could two people somehow combine them? I find many civilizations in the original game too powerful to be vassals. Also, I think vassals should have territory, perhaps the same color as the empire but with a certain separation. They should also build houses and structures, and have a small economy. I've seen many vassal attacks that are simply overwhelming, not reflecting their true potential. I've observed vassal forces often finish off opponents in battles, not the empire. Besides that, a resource tribute mechanism would be very interesting. You could set a certain percentage and a tribute schedule, and vassals would periodically pay tribute to the empire that controls them. Those are my ideas. What do you think?
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I like that idea too, but I don't know how to do it. It should be strategic points, like having abundant resource potential or a prime location, a strait or a plateau, for example.
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I once tried to create vassals, but in a different way.
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I am from Vietnam and would be happy to help if I can.
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What civilization does this image represent?
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So what do you think about the idea that trader and trading ships would actually carry resources and could also be robbed?
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The idea is to turn storage buildings into actual resource containers, so the economy becomes spatial, resources are stored locally, not globally. If you deposit 500 wood into a specific storage, that storage literally holds those 500 wood. If that storage is attacked, up to that exact amount can be looted.
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Should the construction of fields right next to the civic center be reconsidered? I know it's intended to utilize the civic center as storage, but it looks rather unsightly. Also, what if the storage actually contains resources - the amount workers collect and load into it—and it could be looted?
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Actually, when resources were abundant, I built more than one "city," I don't know if anyone else did it besides me. Perhaps few players play like me, or maybe not at all. I had matches that lasted for hours, sometimes over 3 hours. I found that having many well-defended places like the first "city" also made the AI harder to defeat. Even if you didn't build houses there, at least you had barracks and stables, and they could train soldiers. Because many places only had a single civic center and a market, they were often easily captured quickly, and soldiers had to march a long distance to defend them. And sometimes the AI still wanted to train more soldiers but there was no space because the soldiers blocked all the exits from the buildings. That is, the potential for increasing army size was limited by the number of buildings. Of course, I want long battles, so I find it interesting, because an empire rising from destruction is spectacular to me, and they will have a chance to rise again if there are other "bases" or "cities" with potential. Currently, I have the feeling that the AI is building city-states; it's not large enough for empires yet, but maybe people will find it annoying.
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Why don't we let the AI build more "cities"? Would distributing structures like houses in different locations instead of concentrating them in one place reduce the risk of complete destruction? I think so. In many matches with more than two players, there were times when I was on peace with all sides, and when one player was about to wipe out the others, I knew next target would be me. I sent my siege troops to where most of their structures were concentrated. When the declaration of war was made, my troops had already destroyed the enemy's structures, and they didn't have time to rebuild due to cavalry raids. This is just my personal experience. I think some people don't like the idea of AI building so much structures, and I'd like to know everyone's thoughts on this.
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I know about this mod, and it hasn't received many updates in years. I created this thread hoping to find people with similar interests, hopefully you can find someone suitable.
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I also like Labrynna, and the soldiers would look cooler walking with a goose step instead of that clumsy walk. Also, I think the trajectories of the muskets and cannons should be improved. They should be a bit faster and more accurate (I know the trajectories won't be straight, but the current settings make them look like stones being thrown). Of course, only a little bit of change in gravity, speed, and spread is acceptable, too much would be like shooting a laser.
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Does anyone else love muskets and cannons? I remember there were some mods related to the gunpowder era, but they were all unfinished. Did they really lack appeal?
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@TapotheiWhenever you have time, please play a similar match on the Saharan Oases map, still with unlimited population and deathmatch resources, and send me your feedback. I improved my bot and played against Petra VH, it still won against Petra in matches, but I suddenly realized I only tested on Saharan Oases. When I played on other maps, my bot always lost, and I haven't figured out why. Initially, I thought that map was a great balanced map for test matches, so I always tested on that map. Anyway, I can't upload the upgrades right now, but if you notice any differences in the previous bots on Saharan Oases, please let me know.
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It seems there are no bots at all, they all have similar power in 1v1 matches. Although they defeated Petra in my test matches, according to the user above, they are easily defeated. However, if you want to experiment, you can download any bot from here and play on large maps or larger, with unlimited population and deathmatch resources, and you can wait a bit for them to power up (although Petra doesn't wait for them). Anyway, I'm fixing early game issues for them (they are strong in the late game), so if you're still interested, you can come back and try them out.
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Protectorate isn't significantly different in power from the other two bots, as they share similar logic. The difference lies in the tribute and troop deployment mechanics, so if you've defeated the other two bots, you'll likely defeat it as well.
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@TapotheiCan you fight against the economy master in a deathmatch with unlimited population and resources? You seem like an experienced player. I've just fixed the bot's healer issue, and I'd love to hear your feedback. @TapotheiLet's play a resource intensive deathmatch, it has a poor starting ability with low resources. I'll find a way to fix this problem. bot_EconomyMaster.zip
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Thanks, I just found out that it's possible to edit comments. @TapotheiI think the problem lies in unlimited resources and an unlimited population; it's designed to crush rivals with sheer numbers. This turtle will stay in its shell and never actively bite you, but once you strike it, it will retaliate.
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In addition, have any other errors been reported?
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If you have time, please try the other two bots. I'd love to hear more feedback.
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Perhaps it's my oversight, but I only tested it in aggressive mode and it never failed against Petra. Furthermore, the main purpose of this bot is defensive counter-attack, so it will limit its attacks.
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Is that the population of the Iron Tortoise or your population? How much is it? Do you have unlimited population mode set?
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Does Protectorate work on r28? Has anyone tried it? Please give me an answer. If it works, I will just fix Iron Tortoise and Economy Master by changing the dependency from 0ad 0.27.0 to 0ad, or if your machine has an IDE, just open the mod json file and edit it.
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Another 3v3 match (3 Protectorate vs 3 Petra, Civ: Han, Liu Yi as Empire, Liu Zhuang and Liu Bao as vassals)
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Has anyone ever defeated Iron Tortoise or Economy Master? What do you think of them as formidable opponents?
