Game Breaking Bug and AI coding issue

Ok right to the point.

The AI and the game doesn't know how to handle Fire wall.

Scenario 1) I cast Fire wall with +24 fire power. Enemy attacks and is killed immediately. All 8 armies throw themselves against the city and all die on the first turn. Any survivors have about 10 or less (usually less around 2-5) health and a full army gets reduced to 1 unit maybe 2 if it was a beserk thing with dual axes.. The Computer doesn't dispel the enchantment at all before attacking. I'm wondering if I have the Tower of the Magi (which I didn't in this Newly founded city) will the AI even be able to dispell this enchantment?

Scenario 2) The fire wall was active, but it ONLY has effect if you manually engage in combat. If you choose to auto the combat right away the fire wall enchantment is Not applied to the fight. I know this, because the firewall in my case was doing about 60 damage to all units. Killing off the enemy armies in the first turn or leaving 1 weak ass unit that my first high initiate unit would have killed immediately (we're talking about 1 enemy unit surviving that has an attack of like 19 vs a stack of uber units) Then the combat showed how the combat would have unfolded if Fire wall hadn't damaged a single unit.

 

On a side note... Why do ALL new heros join right next to my main sovereign? This not only makes no sense it is annoying as hell. I was fighting DEEP inside enemy territory when I got a hero... The dumb shit decided to do his customary bow as he joined my ranks basically naked except for a chain mail shirt and a short-sword surrounded by 12 enemy armies. I had no room for him in my existing armies, so ofcourse he was systematically killed over and over compiling quite the humourous list of ailments.  New heros should appear Next to your capital city, or give us a choice either next to our Sovereign or Capital city.

 

 

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On Yet another note:

The firewall spell would be pretty useless in a multiplayer game. All enchantments would be. Dispel anything you want before you attack, and then it's a back and forth cast/dispell fest until one side runs out of mana.... BORING!

A player should be able to Fortify a spell on a city with their own mana. Put XXX mana directly into the spell and remove the mana from your pool, or ensure you have it on hand and not directly subtracted from your total mana  into the "fortification" of the enchantment, so that an enemy dispelling it would have to cast dispel costing a Certain multiple of the mana that the target invested or has allocated.

For example. I cast Firewall with +15(or any high number) fire power. You better believe the enemy better dispel that shit, but I invested 500 Mana into the spell to fend off dispel being cast. Ignoring all other spells. So an enemy targets my heart of life spell (the one that gives regen to the units) and I didn't invest any mana into it at all, so it costs the enemy 1 mana (or the base casting cost, whichever works best for balance) to dispel.

They try to dispel the firewall spell and are told it would cost 500 mana Times say... 1.75 + the casting cost, and the enemy decides to let that enchantment stand. I may be invested in having grain or some other enchantment on my cities and want to protect them.


Also you can have items, buildings, skills and various researched levels of Dispel that lower the multiple from 1.75 to even a reduction of say 50% from the invested mana to defend it.


If a player doesn't have enough mana and I chose to have 500 mana to back up an enchantment and I've been cast happy and only have 400 mana. Have it so my failure to enough mana to back my fortification results in a mana feedback destroying 1/2 of what I have in mana, and the enchantment is destroyed and the enemy only had to spend the original basic dispel spell amount.

 

When an enemy is trying to dispel they get a message saying "you feel this is a pathetic/weak/moderate/strong/Epic/Legendary" defense on the enchantment, and dispelling it would cost between "some range" based on your assessment. The more skilled a caster is, specialization, etc. the more accurate the guess is, and if a caster guesses less or uses too little their mana is consumed and the spell fizzles. Guess right or over, and the spell goes through mana is spent and the defender loses the enchantment with the fortification.

Defenders can have buildings, skills, traits, units... all that augment enchantments passively.