FE - Will the neutral monsters faction attack AI players and vice versa?

It is quite a bit of an immersion breaker when unprotected Pioneers and other weak troops can walk in between groups of deadly monsters and never get attacked.  Production bonuses is one thing, having "monsters" completely ignore one side's troops for no other reason than they are an "AI" player is another.  It kinda breaks the feeling that the world is dangerous to everyone and things are rebuilding after a cataclysm when certain players (especially weak troops from those players) just get ignored.

So, will this be fixed in FE, and the AI made better to handle being attacked by the monsters faction?  After all, AI players can be attacked by barbarians (the neutral faction) in Civ4 and FFH2.

Best regards,
Steven.

8,346 views 19 replies
Reply #1 Top

agreed.

Reply #2 Top

Also Agreed.

Reply #3 Top

True.

Reply #4 Top

I completely disagree with disagreeing about this thread.

Reply #5 Top

Agreed.  Also, is there a mod that fixes this in E:WoM?

Reply #6 Top

Ya, the first time I saw a AI pioneer walk through a swarm of monsters to build a city on a spot I was trying to fight my way to I was an angry gamer....

Reply #7 Top

That's sad to hear. Then you add Brads talk about "A.I playing the same game YOU'RE playing!" and it gets even worse....

 

Another reason I'm glad I didn't buy the game.

 

I hope (can't say believe anymore....) this (as well) gets fixed in Fallen Enchantress.

Reply #8 Top

I agree with the OP. Gosh, this seems like a no-brainer.

Reply #9 Top

gotta remember of course if things get fixed in FE and they don't make the same mistakes, those of us who still will be playing EWOM might be seeing some cross over changes made from FE.

For those of us who like EWOM we can hope the best that we do see changes that are successful and work well in FE to make it back into the other game.

Reply #10 Top

I have never played this game in multiplayer, do players see the same gold and special locations and compete to reach them or does everybody see his own? Because the AI doesn't seem to exploit the same resources that players do and that's another problem on the same line! (an unfair advantage to human players this time... althought the AI is so rich that doesn't even need them)

Reply #11 Top

Yea, the AI is crazy rich.  This last game I tried to play, All the Empire races declared war on me.  Luckily, I started next to a scenic view so I had a ton of Diplomatic capital.  Well, when you are at war, that Diplo capital is worth a ton.  So, even though they had a higher score than I did, I was able to get peace AND clear out their thousands of gold on 5 empires with tons of Diplo capital to spare.  I was bringing home like 40 gp a turn, and now have near 12,000 gold from them declaring war. 

Reply #12 Top

I haven't really kept an eye on what the AI's pioneers are doing, or what's no being done to them by the monsters :). Although, I did have the opportunity having both enemies spawn right next to me on a medium map. If this does happen, then it is kinda sad. And it would explain why their cities keep showing up in my neck of the woods, the ones infested with the armies of the damned and eternal death.

Another thing comes to mind though, am I alone in wanting there to be some sort of fort to discourage monsters from ravaging improvements. And if there already is one that I most likely missed, where is it? 

Reply #13 Top

A fort would be nice.  Could station some troops there. 

Reply #14 Top

The xml files for the old watchtowers (they were once in the game) must still be laying around somewhere. I don't think it would be too difficult for the devs to put them back in, but an improved version with a view radius of six tiles and a small defensive bonus to any units within that radius. It would resolve a lot of issues with the caravan routes as well as add an interesting flavour - God knows the game could use more flavour. How about some gambling casinos and strip bars? I'm going to take a couple of aspirin now and try to get some rest.

Reply #15 Top

They had watch towers? basically it's a similar building you build in your ZOC that you can station troops in? Like Civ's fort improvement?

Reply #16 Top

I think the Watchtowers just added an increase to your visual range.  And they had to be apart of a city.  If you could build them away from a city and defend them like a fort in Civ, that would be great.  But, it was really just a waste of space I guess.

Reply #17 Top

would be damn nice to have a fort type building to defend on the boarder of your ZOC which is smack dab next to another factions ZOC. Of course it's a special building that isn't part of a city therefore you have have a small army you've sent out build the building. This is nothing unusual because the Roman Legions would when they were deployed build forts when they dug in when invading or defending an area.

Reply #18 Top

Quoting EternalRequiem, reply 17
would be damn nice to have a fort type building to defend on the boarder of your ZOC which is smack dab next to another factions ZOC. Of course it's a special building that isn't part of a city therefore you have have a small army you've sent out build the building. This is nothing unusual because the Roman Legions would when they were deployed build forts when they dug in when invading or defending an area.
End of EternalRequiem's quote

I'd love to see something like this.  It's been brought up quite a bit and never gotten much dev traction.  Upgradeable forts that require resources to build and maintain, but don't provide much besides some ZOC control, greater sight, and defensive bonuses.  Can build them for border watch, in strategic places like passes, or have an ultimate "last stand" fort for your Sov to run to if you're getting your ass kicked a la Helm's Deep.

Reply #19 Top

Quoting Kantok, reply 18

Quoting EternalRequiem, reply 17would be damn nice to have a fort type building to defend on the boarder of your ZOC which is smack dab next to another factions ZOC. Of course it's a special building that isn't part of a city therefore you have have a small army you've sent out build the building. This is nothing unusual because the Roman Legions would when they were deployed build forts when they dug in when invading or defending an area.

I'd love to see something like this.  It's been brought up quite a bit and never gotten much dev traction.  Upgradeable forts that require resources to build and maintain, but don't provide much besides some ZOC control, greater sight, and defensive bonuses.  Can build them for border watch, in strategic places like passes, or have an ultimate "last stand" fort for your Sov to run to if you're getting your ass kicked a la Helm's Deep.
End of Kantok's quote

exactly, and believe it or not that doesn't come from me, that idea alone is actually from an older game...

FFH2 mod for Civ4 there's a nice little python code someone created that allows forts if you build them to update and upgrade if they are manned. You have a unit on top of said for and you can install a fort commander. What this does is make the fort active (if it was in the plot near a settlement it would be worked by the people in the settlement and alter become a castle and then a citadel.)  The fort commander basically runs the fort and grants bonuses to units that are placed under it's command. This allows the fort to upgrade after a certain amount of turns and also projects a culturally zone, or in the case of EWOM, zone of control, besides obvious defense and light of sight bonuses.