Lion.Kanzen Posted June 8, 2017 Report Share Posted June 8, 2017 Why Seleucids only used Greek settlers where are the mercenaries? why catapultes aren't mountable and dismounted? Quote Link to comment Share on other sites More sharing options...
sphyrth Posted June 8, 2017 Report Share Posted June 8, 2017 Romans don't have women. Citizens are male. Such lazy farmers. (Good imbalance) Immovable Catapults make Citizen Soldiers more useful. I like it. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 8, 2017 Author Report Share Posted June 8, 2017 10 minutes ago, sphyrth said: Romans don't have women. Citizens are male. Such lazy farmers. (Good imbalance) Immovable Catapults make Citizen Soldiers more useful. I like it. I want talk about my favorite faction, Justus know... and the javalinier elite pretorian guard. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 8, 2017 Report Share Posted June 8, 2017 9 hours ago, Lion.Kanzen said: Why Seleucids only used Greek settlers where are the mercenaries? Capture a mercenary camp. 9 hours ago, Lion.Kanzen said: why catapultes aren't mountable and dismounted? Except for Romans, in reality catapults are built on-site. Romans had a siege train and even soldiers would carry individual parts for siegge wepons. That's why the Romans can pack their catapult while others cannot. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 8, 2017 Author Report Share Posted June 8, 2017 Eh ....not all maps have one. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 8, 2017 Report Share Posted June 8, 2017 3 hours ago, Lion.Kanzen said: Eh ....not all maps have one. All skirmish maps have one. At least 2 actually Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 8, 2017 Author Report Share Posted June 8, 2017 I'm random map guy. Ever but this mean the Seleucids enemies can access same mercenary roster. Quote Link to comment Share on other sites More sharing options...
sphyrth Posted June 9, 2017 Report Share Posted June 9, 2017 I guess Random Maps are a big hurdle to DE. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 9, 2017 Report Share Posted June 9, 2017 2 hours ago, Lion.Kanzen said: I'm random map guy. Ever but this mean the Seleucids enemies can access same mercenary roster. Play the Miletus Peninsula skirmish map. 1 hour ago, sphyrth said: I guess Random Maps are a big hurdle to DE. That and AI. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 11, 2017 Report Share Posted June 11, 2017 (edited) Specifically about the AI: Farmland/Farming: It does not know to use farmland to boost farming. You will find the AI still putting farm fields near the Civic Center, which has a farming penalty. Upgrading and Teching: Some civs have custom requirements for phasing up, for example the Principate Romans need to build a Temple of Vesta in order to achieve Town phase. Also, the AI does not know to use the upgrade function to boost Wooden Defense Towers to Stone Defense Towers, Barracks to Royal Barracks, Hypaspists to Argyraspides, Civic Center to Fortified Civic Center, etc. Lastly, the Blacksmith requires you choose either Metallurgy or Forging to unlock all the other blacksmith techs. AI doesn't know to do this. Principate Romans: Beside the phasing problem, it also doesn't know to train and use the Slaves. And yet, despite these limitations, @mimo's AI still can give you a challenge if you don't exploit too many glitches! I imagine if the AI knew how to use these features properly the AI would be nigh unstoppable at Hardest. The current AI knows to capture Merc Camps and does train mercenaries. Edited June 11, 2017 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
mimo Posted June 11, 2017 Report Share Posted June 11, 2017 I've no time left to work on mod's support, but some of the points listed here looks generic enough and should definitively be implemented. When A22 is out, i may have a look at the phase requirements, but don't think i can do much more. You should post tickets on trac about them (with the AI keyword) hoping that they may get the attention of some developpers. 3 Quote Link to comment Share on other sites More sharing options...
mimo Posted June 18, 2017 Report Share Posted June 18, 2017 I've made a patch for the phasing up, with the delenda requirements in. Could you test it? https://code.wildfiregames.com/D654 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 19, 2017 Report Share Posted June 19, 2017 On 6/8/2017 at 8:49 PM, sphyrth said: I guess Random Maps are a big hurdle to DE. Also, I forgot something about the AI, it needs to know that it can build storehouses and farmsteads outside of territory. 1 Quote Link to comment Share on other sites More sharing options...
sphyrth Posted June 19, 2017 Report Share Posted June 19, 2017 Yes. I noticed it myself since I watch the replays of my test games. I'm assuming that the AI tries to play with Vanilla Mechanics and doesn't care what mod you put in. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 19, 2017 Report Share Posted June 19, 2017 (edited) 16 hours ago, mimo said: I've made a patch for the phasing up, with the delenda requirements in. Could you test it? https://code.wildfiregames.com/D654 Tested patch. The Principate Romans definitely used the Temple of Vesta to phase up. I'll test some more. EDIT: Tested some more. Looks like the AI has no idea that Cult Statues exist, so does not know to build them to acquire Glory. For Principate Romans, they need Glory to build a Triumphal Arch, which auto-researches City Phase. For Han Chinese, building 4 Cult Statues unlocks the City Phase tech. Edited June 19, 2017 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
mimo Posted June 19, 2017 Report Share Posted June 19, 2017 15 hours ago, wowgetoffyourcellphone said: Also, I forgot something about the AI, it needs to know that it can build storehouses and farmsteads outside of territory. The AI knows it (that's the easy part), but somebody must write the logic to find a good location (what are the requirements for a good position, how far from your borders, how to defend it, ...). 2 Quote Link to comment Share on other sites More sharing options...
mimo Posted June 19, 2017 Report Share Posted June 19, 2017 14 hours ago, wowgetoffyourcellphone said: Tested patch. The Principate Romans definitely used the Temple of Vesta to phase up. I'll test some more. EDIT: Tested some more. Looks like the AI has no idea that Cult Statues exist, so does not know to build them to acquire Glory. For Principate Romans, they need Glory to build a Triumphal Arch, which auto-researches City Phase. For Han Chinese, building 4 Cult Statues unlocks the City Phase tech. Strange, in my own tests, it built cult statues. Currently the patch only works well for simple requirements like vesta temple. If the Arch needs glory, somebody has to learn him how to accumulate glories, that was not the purpose of D654. 1 Quote Link to comment Share on other sites More sharing options...
panther42 Posted June 23, 2017 Report Share Posted June 23, 2017 (edited) Justus, I use your MOD all of the time. I would be willing to help you out with bugs. I have found a couple in the recent github updates you have posted. I use the latest SVN to play your MOD. In theb_mechanical_siege_oxbeles_packed.xml you use <Pack> <Entity>units/atheb_mechanical_siege_oxybeles_unpacked</Entity> <Time>10000</Time> <State>packed</State> </Pack> this should be "theb", not "atheb" Also, in mainmenu.xml: <objects> <script file="gui/common/music.js"/> <script file="gui/common/functions_global_object.js"/> <script file="gui/common/functions_utility_error.js"/> <script file="gui/pregame/mainmenu.js"/> <script directory="gui/pregame/backgrounds/"/> "gui/common/functions_utility_error.js" was removed in 19781. AI fails because it is missing the function for gameState.getPhaseEntityRequirements(this.phasing).length) in binaries/data/mods/public/simulation/ai/petra/headquarters.js. This is a separate file under binaries/data/mods/public/simulation/ai/petra/phaseRequirements.js listed in D654 This file is missing. This is from github 6/20/17 files. Edited June 23, 2017 by panther42 add information 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 23, 2017 Report Share Posted June 23, 2017 @panther42 I guess you could report then in this subforum or using the github ticketing system Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 23, 2017 Report Share Posted June 23, 2017 Thank you Panther that helps Quote Link to comment Share on other sites More sharing options...
panther42 Posted June 24, 2017 Report Share Posted June 24, 2017 (edited) Sorry for confusion. I messed up on the getPhaseEntityRequirements function. It is actually line 2201 of headquarters.js: this.checkPhaseRequirements(gameState, queues); This function is in binaries/data/mods/public/simulation/ai/petra/phaseRequirements.js, which is missing Edited June 24, 2017 by panther42 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 24, 2017 Report Share Posted June 24, 2017 3 hours ago, panther42 said: Sorry for confusion. I messed up on the getPhaseEntityRequirements function. It is actually line 2201 of headquarters.js: this.checkPhaseRequirements(gameState, queues); This function is in binaries/data/mods/public/simulation/ai/petra/phaseRequirements.js, which is missing Thanks for the reports. The three problems are fixed and synced to the DE repo. 1 Quote Link to comment Share on other sites More sharing options...
tlauick_19 Posted June 25, 2017 Report Share Posted June 25, 2017 lo acabo de probar hace poco y me encanto tienen muy buenas ideas exelentes diria yo , aunque cuando juego contra los romanos principados no hacen nada no se si sea mi computador , y bueno ya que han agregado varias facciones griegas, faltan los pueblos germanos y teotoburgo Quote Link to comment Share on other sites More sharing options...
Skhorn Posted June 25, 2017 Report Share Posted June 25, 2017 25 minutes ago, tlauick_19 said: aunque cuando juego contra los romanos principados no hacen nada no se si sea mi computador Es porque lo que hace Justus con los principiates cambia bastante la jugabilidad y el código de la IA no soporta esos cambios, por eso es que no hacen mucho si los juega la máquina. En resumen, no es problema de tu computador. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 25, 2017 Author Report Share Posted June 25, 2017 (edited) 12 hours ago, tlauick_19 said: l y bueno ya que han agregado varias facciones griegas, faltan los pueblos germanos y teotoburgo Estamos planeando con Justus otros pueblos clásicos alrededor de Grecia , Tracia y Escitas. Y teutoburgo es una localidad no un pueblo. Era un lugar pantanoso. Edited June 25, 2017 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
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