A Tech Tree Mod usable by AI players
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- Hammerfritz
- Posts: 22
- Joined: September 1st, 2016, 10:09 pm
A Tech Tree Mod usable by AI players
Greetings, fellow Wesnothians!
I made a new modification called "Tech Tree Mod". It works by adding the unit type of units that just advanced to the recruit list, and allowing you to buy experience for units. Since AI cannot do that, it also includes the option to have specific players gather more killing experience, so AI players also get faster access to higher level recruits. The idea is to play this mod at high XP modifier and thus require the players to commit to some unit lines more than to others.
I briefly tested this mod without other mods and with my Proper Flying mod and Squad-Scale Units modpack enabled, and it should work regardless of era. As usual, feedback is most welcome, especially when it comes to bugs!
Greez,
Hammerfritz
EDIT: Made a slight balancing change with 0.11.0
I made a new modification called "Tech Tree Mod". It works by adding the unit type of units that just advanced to the recruit list, and allowing you to buy experience for units. Since AI cannot do that, it also includes the option to have specific players gather more killing experience, so AI players also get faster access to higher level recruits. The idea is to play this mod at high XP modifier and thus require the players to commit to some unit lines more than to others.
I briefly tested this mod without other mods and with my Proper Flying mod and Squad-Scale Units modpack enabled, and it should work regardless of era. As usual, feedback is most welcome, especially when it comes to bugs!
Greez,
Hammerfritz
EDIT: Made a slight balancing change with 0.11.0
In general, speaking is a free action that you can perform even when it isn’t your turn.
(Wizards of the Coast: Dungeons and Dragons Player's Handbook)
(Wizards of the Coast: Dungeons and Dragons Player's Handbook)
- wkwalker333
- Posts: 4
- Joined: August 18th, 2018, 4:21 am
Re: A Tech Tree Mod usable by AI players
Will this mod cause some weapon abilities to be dropped?
Eagle"s 11 outlaw ranger does no get the split fire, EoMa's summoner's?Air god loses all-around as well as the EoMa Destroyers/Obliterater's all-around.
Thanks
Eagle"s 11 outlaw ranger does no get the split fire, EoMa's summoner's?Air god loses all-around as well as the EoMa Destroyers/Obliterater's all-around.
Thanks
- Hammerfritz
- Posts: 22
- Joined: September 1st, 2016, 10:09 pm
Re: A Tech Tree Mod usable by AI players
Hi there, and sorry for the late reply!wkwalker333 wrote: ↑September 11th, 2018, 4:35 am Eagle"s 11 outlaw ranger does no get the split fire, EoMa's summoner's?Air god loses all-around as well as the EoMa Destroyers/Obliterater's all-around.
I just downloaded those eras and ran a quick test:
I created a unit levelling into Air God or Ranger, had it advance the natural way by killing something, recruited a unit of the same type as allowed by tech tree mod. The specials you mentioned all worked fine for me.
If you still run into that problem I'd be happy to see if I can find out why.
Qapla'!
In general, speaking is a free action that you can perform even when it isn’t your turn.
(Wizards of the Coast: Dungeons and Dragons Player's Handbook)
(Wizards of the Coast: Dungeons and Dragons Player's Handbook)