Thanks! If you don't mind posting a link to your saved game, I'll check them out.
Frogboy
UnitStat_Intelligence I believe. There are already lots of units with intelligence.
People who post sensationalist conclusions should probably read the actual filing. If we wanted to blame the overall quality of the game all on an individual malicious employee, we could have done that 2 years ago and saved ourselves a lot of trouble in the repeated, public communications on what went wrong with that title. On the other hand I don't know what to even say to someone who doesn't recognize the impact that a malicious employee in a management position could have i
If you go into their turf (like a wildlands) they will swarm you. In neutral territory, it depends on whether they think they can take you and their intelligence. Beasts will just wander. You can set up a place next to a giant slag and it may never attack that city...or it might. Set it up next to say an intelligent monster and you'll have more problems.
Monsters have a patrol radius. It's actually (in code) called PatrolRadius. Modders can set what they want per monster lair using WanderingRadius (see coregoodiehuts.xml). For for example, you could edit the Lair_Mites to have what it spits out have a smaller wandering radius if you wanted or have it upgrade, over time, into something nastier that spits out tougher, further ranged units. This is in right now.
The monsters don't care who owns the city or unit.
WOM is likely to get discontinued once FE is out.
Yea, my #1 frustration right now are the bugs. They suck the fun out for me. Path finding and just usability quirks. Angers the blood.
Our internal evaluation of FE 0.95 is 81. By contrast, Beta 3 was 74. Sins of a Solar Empire: Rebellion was 83. (For what it's worth). The goal is to get the number up above 85 by release.
When I'm play testing the game, I ultimately have to pick "a size" when I'm playing with the AI. I know the forums aren't an ideal way to measure this (in fact, we should just send this data back really) but I wanted to get an informal gauge on what people play at.
[quote who="Tattyhat" reply="122" id="3209123"]I think I would like beta 4 much better if it had all the improvements of beta 4 but retained the AI from 0.912. This new AI sucks peanut crackers, but I believe it is only temporary, which is promising.[/quote] Yea, I have to go back and re-write a lot of stuff to deal with all the new game mechanics. I've already started doing that. Beta 4 does have the AI from Beta 3. That's the problem. ;)
Thanks! We love you guys. I'm thankful that we had the opportunity to work to make good on the dream of doing a fantasy strategy game. And we hope that you'll like Beta 5 as much as you like Beta 4 (Beta 5 will be all about fixing bugs, polish, and improving little usability things).
The monsters don't look at who owns a given unit or structure. It simply looks to see if it can destroy it.
The monsters don't ignore the AI. There was a bug in beta 3 regarding FOW (the monsters didn't get their own but borrowed the player's which created that issue). But late Beta 3 and now Beta 4 addressed this. As the AI coder, I can assure you the AI gets whacked as much, if not more (because they're not always as careful as they should be), by monsters as the human player does.
[quote who="FrostyThundertrod" reply="114" id="3208870"] One thing I dont like is that i can manuly place my citys improvent anymore. The game just auto places them.[/quote] There's a setting to let you place them.
Go into the sfx directory and click on FemAdv1_CrazyDeath1 and FemADv1_CrazyDeath2.
[quote who="Wizard1956" reply="28" id="3207803"]one of us alive today plan on going to Mars, but do plan on an extended stay on Earth. If global warming is such a huge concern, perhaps the scientific community should get their priorities straight. [/quote] This is the wrong attitude. If you saw the original Total Recall featuring mutants with 3-breasts you would understand the need to colonize Mars ASAP.
There definitely seems to be an incompatibility. I'll ask them to put in a few command line options to try out. It's clearly graphics related. Which is ironic since we use Intel Havok.
Fallen Enchantress is the end of the line for supporting 32-bit OSes. I'm not willing to keep the # of monsters or map sizes gimped to support those who can't be bothered to get a decent machine.
I meant the sticky: https://forums.elementalgame.com/415288 Specifically, the debug.err.
We need a lot more information on your systems. See the stickies for what info would help.
Thanks for the feedback! If you get a chance, please you (and anyone else playing) vote in the poll so we can get an idea of how Beta 4 compares to Beta 3 (statistically).
Thanks for the feedback and kind words! Regarding the AI, I tried to tone it down further in Beta 4. On Normal and lower the AI is less aggressive at expanding. I also tried to make the monsters less prone to rampaging around on the lower difficulties.
I use manual placement, you can't effectively snake anymore. I do agree with your original point regarding needing to get near a river. Not sure the right solution for that.
[quote who="Werewindlefr" reply="15" id="3206743"]Frogboy, is the AI really this much better at making solid armies of quality troops, or do my eyes deceive me?[/quote] The best way I can describe good game AI is: It's generally smart but specifically stupid.