Daynarr

Daynarr

Joined Member # 1760369
7 Posts 140 Replies 231 Reputation

Come to think of it. I don't remember AI making peace with another AI player at all. Even in FA. Can't be sure, maybe it's just rare or don't receive message when they make peace. Or I just don't pay enough attention. [e digicons]:P[/e]

15 Replies 10,980 Views

When monsters raze player or AI controlled city, the city gets razed. The bug is that you can't build new city in that place anymore. If you, however, raze captured city, you can actually build new city on the same spot. I have a save game with monsters just about to raze a city. When they do, you will see that spot is no longer available for settling. The spot had 5/3/1 when I settled it. Save game: <a href="https://dl.dropbox.com/u/9586486/Bug%20with%20mons

1 Replies 4,567 Views

[quote who="stein220" reply="15" id="3336807"] This is why i feel it's not so bad so I don't disagree (but making it a little harder would open up other endgame options). However, the AI should be programmed to react as you (and I) would and the building of towers should cause a hefty negative relationship modifier. [/quote] Doesn't it? IIRC you get -9 relation penalty with EVERYONE when you start building these things. I also

32 Replies 96,663 Views

Also, one of the replies: [quote who="StevenAus"] I had a really levelled-up Cold Ward unit that did heaps of cold and fire damage. Then, when nowhere near a melee Ogre, the Ogre did a Crushing Blow and killed it in one shot. It was about 4 or 5 squares away. Also, one time I had a unit killed by a Burning Hands spell that was not cast adjacent to the caster. There needs to be a check for AI units that the unit/s it's targetting actuall

4 Replies 4,769 Views

Copying report from another thread: [quote] I just ran into another AI cheating bug. In tactical battle, I've seen it cast burning hands spell on my archers that were on the other side of the battlefield. Flaming tongue too (not sure about it's range though). Also, A dragon used his breath that way too, killed my archers waaaay back (at least 7-8 tiles distance). Didn't hurt any troops in between. Since it's tactical I can't really provi

4 Replies 4,769 Views

Air shrills have lightning attack they usually use at the start of the battle. However, display of that spell is wrong. It usually shows lightning effect on one unit, but it actually hits another. Another unit loses its hp and does the 'hit' sound but, lightning effect shows on the wrong unit. It's tactical battle bug so I don't really have a save for it. It should be easy to recreate though, just attack a group of air shrills with at least 3 units and watch the start

9 Replies 6,983 Views

I just ran into another AI cheating bug. In tactical battle, I've seen it cast burning hands spell on my archers that were on the other side of the battlefield. Flaming tongue too (not sure about it's range though). Also, A dragon used his breath that way too, killed my archers waaaay back (at least 7-8 tiles distance). Didn't hurt any troops in between. Since it's tactical I can't really provide save game for it. It seems that AI ignores spell ranges on sp

13 Replies 24,175 Views

:D Ok, that stands but LH uses multithreading for AI process so AI 'thinks' while you do your turn. It already uses some of computing in current system and I seriously doubt it would need significantly more for the one proposed.

28 Replies 93,505 Views

[quote who="thadianaphena" reply="1" id="3337265"] did someone else pay him to declare the war on you?[/quote] That's actually irrelevant since AI should not be able to declare war while treaty is in effect. It's bug either way. Edit: ups, seems I have gone ahead of myself here. Sorry.

13 Replies 24,175 Views

I'll take a look if there is increase in penalties on larger number of cities. In my first game I had 16 before the end, but didn't check specifically if penalty was 32% or larger. Doubt it, but you never know. I don't see what would removing fortress bonuses accomplish other then force EVERYONE to have few cities at most or have their production completely halted. From what I saw, the whole mechanic is geared toward slowing down expansion and penalizing pioneer spam at th

12 Replies 9,123 Views

Ok, just had this issue in 0.51. Have 8GB of RAM and wasn't playing too long in this session. Actually, i only recently reloaded. Also, never had this issue before in either 0.50 or in FA. Restarting game fixed it. Unfortunately, I saw too late that you guys need debug.err file. I'll provide one if I run into this again. Btw. I have played on huge maps in FA with Stromworld mod and 28 factions in one game. Even after 500 seasons it was running smoothly and no memory is

17 Replies 12,741 Views

[quote who="Sanati" reply="2" id="3336941"] Ya I don't like the upgrade system as a whole at all. I'd rather they get rid of it and just allow is to upgrade to another designed unit on our list. There's no control right now as is, so I just don't bother with it. Disbanding and training new units usually ends up being less of a headache.[/quote] That! Just let us make a unit design and allow us to upgrade current units to it c

28 Replies 93,505 Views

From what I saw, you get 2% unrest in all your cities for each city built. So if you have 5 cities, all your 5 cities will get 10% unrest penalty from number of cities. That being said, there are buildings, and upgrades that eliminate said penalty (number of cities penalty specifically) although they work only on 1 specific city. Also, there are fort upgrades for level 4 and 5 forts that give empire wide unrest reduction -10% and -30% which basically gives you a good reason to make mo

12 Replies 9,123 Views

You can use tab key to jump between units and cities with no orders. It used to be only for cities but it now goes to cities as well. Very nice for larger empires.

6 Replies 39,720 Views

About the first bug with rivers. I had exactly the opposite happen to me. On the map, tiles looked like plains (no rivers at all) but they were reported as rivers, were blocking movement like rivers (all movement spent as soon as you entered them) and you could even build ports on them if you made city next to them. It like there was a river placed on the map there, but the game failed to render it. When watching the stream from MadDjinn the other day, he had exactly the same thing happen.</p

3 Replies 3,896 Views

[quote who="willie sanderson" reply="15" id="3337011"] I personally do not like things in the game that makes the game EASIER and all these things you have modded have just DUMBED DOWN the game not improved it. But, that is what modding is for. So that players can create the game EASY as it sounds for themselves. I would personally tweak the AI to be ruthless and raze anything and everything the player has created. I would have the AI create alliances with it

47 Replies 167,697 Views

Or just increase the amount of exp the unit gets. I know brilliant has it for sovereign but this one would have larger bonus and only that bonus. For forts, it would mean that units built there would get bonus exp as well.

3 Replies 2,531 Views

I made new sovereigns for them and they are in my current game. See no problem with them so far. If you really really want, when this game gets released, I may actually add original sovereigns as a mod. Not that hard to do.

7 Replies 8,821 Views

They are actually useful now. I like them the way they are now. Plus, I didn't manage to lose a single stack of units to bandits even with the change to knives.

5 Replies 11,427 Views

[quote who="Lord Xia" reply="1" id="3335666"] Are the factions cloud saved? If so we really need an in game way to delete that shit.[/quote] Yeah, I agree. Before steam you could just delete them in mydocuments/games folder but with steam, they just get added again by steam cloud. There really has to be in game interface to see, edit and delete existing factions, custom or other. Currently I can't edit faction I have created outside text editor,

27 Replies 88,087 Views