I have two surrendered sovereigns that are full of equipment a lot of it is not equipped when it could be!
auboy105
I am seeing this a lot!
[quote who="parrottmath" reply="6" id="3217029"] From the games I've played it takes time before the monsters go on the rampage and kill cities. I'm not sure what turn it is, but a time will come when creatures will no longer tolerate encroachment on their land. Usually what happens is that layers spawn monsters to roam around every so often and when that happens chomp chomp... a message saying an AI is out of the game, or you are scrambling to defend your weakly defended city fr
[quote who="Heavenfall" reply="58" id="3217082"]You can, he was describing a different method of modding. Basically, when you mod the installation directory, you can do almost anything. Any value can be changed and so on. He was describing a separate method where you don't mod the installation directory but place your files in a special folder under My Documents. When using this method there is a risk of duplication on certain tags and certain types. Ie, when using t
[quote who="BlackRainZ" reply="43" id="3214307"]That doesn't work for this kind of mod, of course I know all about the use mods function. The changes will not work correctly if you do it that way. If you haven't tried modding things like spells, abilities, etc. you might not be aware. For new content that is fine but when changing existing content, it won't work correctly. For example, if I wanted to edit the wealthy ability and I just put it in there
[quote who="BlackRainZ" reply="38" id="3214190"]It shouldn't be hard to do that. I can make lairs spawn much more creatures and increase their radius, but it is a lot of work heh. Just making monsters smarter took me like an hour and a half yesterday and that was editing one value. I will probably try it out in the future maybe but then there is so much to balance haha. I will put up the file so you guys can just download it and I will explain what to do but it needs to be tested to see i
[quote who="harpo99999" reply="1" id="3217050"]the logical exceptions should include being on the same team, being a vassel or overlord or with the 99 turn treaty or aliance. harpo [/quote] Even better! More diplomacy options as well!
[quote quoting="post"] Reposted from https://forums.elementalgame.com/429787/get;3211003. If you make one change to the behaviour of the Monsters faction, give each individual Monster (or Lair) an area it protects, and EVERYTHING in that area is likely to be attacked if the monster or lair output has a good chance of winning. I'd rather that monsters (within their "turf" or maybe can attack cities or units, but not outposts, one square further) always attack ou
[quote who="BlackRainZ" reply="3" id="3215970"]You cant make it so that Pioneers do not build outposts. It might work for the player but the AI will still build outposts with pioneers. I already tried to do this. You can stop a faction from being able to build pioneers but then they wont be able to build cities or outposts at all. Even if you design new units that can, I do not think they will use them to do it.[/quote] So if you gave a scout the ability to build outposts the AI will
[quote who="Heavenfall" reply="7" id="3217042"]auboy105 when editing core installation files, please be aware 1) unless you restore the file before patching to a new version, the patch will fail to update your file 2) During beta, to have edits in your installation directory work, you must start the game using a shortcut with -localdataonly "C:\Program Files\Stardock Games\FallenEnchantress\FallenEnchantress.exe" -localdataonly[/quote]
[quote quoting="post"] Pioneers will cost gold to be produced, this is in order to slow down the pioneer spam. This is my reasoning for it and I am open to suggestions on how to tweak it and\or change it in order to make it better. By giving the pioneers a cost of 150 gold, the AI will be limited in how much they can produce, especially in the early game. This will slow down their expansion and will make the game play longer. The reason why just increasing product
Seems like this would add more strategy choices to the game offensively and defensively?
[quote quoting="post"] I have been watching this game for some time and have started to play the game heavily since beta 4. I am by no means an expert on the best strategy to use but I have a decent grasp of how it plays. From what I have read on these forums and from being decimated by the Pioneer spamming AI, outposts and city spam are currently vital in the early game. I have a hard time understanding why the focus is not on developing your first city and making decisions
Trying to mod a few things to improve the AI but I am not sure what this means?
I had destroyed all of Paridens weak spam and they were down to one city but somehow their sovereign was way overpowered (ai cheat i guess) and nothing I had could stop her so I offered a peace treaty. They would not accept but then I saw that they would become my vassal. Poof she is mine now even though they would not accept peace and I did not have anything strong enough to stop her! If they wont sign a peace treaty why would they surrender?
[quote who="Kongdej" reply="3" id="3216247"]Auboy, are you by any chance playing "Tarth" or a race with "Master Scouts", since they have a special ability to hide from creatures, and that might change it a bit. Jaosoze, I'm a bit worried too, but I have faith Sincerely ~ Kongdej[/quote] No not playing with Tarth but still have not been attacked nor seen the AI being attacked. Especially the weakly defended spam outposts...
[quote who="Chalkbot" reply="3" id="3216812"] auboy105, Yes, I understand that, and I like that feature. It was one of my favorite things about Galciv 2 to play against a hodgepodge of my finest creations. One thing that never happened in Galciv however, (at least for me) was to be playing as the same faction as one of my opponents. The game should not allow the AI to select the sovereign that you have selected in any given game in my opinion. It doesn't make sense, and it
[quote who="Beric01" reply="3" id="3216953"] Quoting auboy105, reply 2 Quoting Madcatter, reply 1You need to find Wild Horses and build a stable over them. Yes I know but my point is if I can put heroes on horses without doing this then what is the point? Do they only apply to designed units this way? Correct. Heroes can buy horses the instant you get the tech. Trained units need actual horse resources to be in stock.[/quote] </p
[quote quoting="post"] I am currently able to edit my pioneers in the unit design window. This allows me to create all sorts of odd machinations. Side effects include: - units with no wages - units that are hardlocked to group-sized units (3 members) - units that are able to produce outposts and settlements The problem is this piece of xml 1 which makes them trai
[quote who="Madcatter" reply="1" id="3216824"]You need to find Wild Horses and build a stable over them.[/quote] Yes I know but my point is if I can put heroes on horses without doing this then what is the point? Do they only apply to designed units this way?
I have researched horses and can equip all my heroes with them but I dont believe I have any access to horse resources? What is the need for the horse resource?
[quote who="seanw3" reply="9" id="3216796"]The problem is not so much with overexpansion, it is with weak AI armies. They don't level thoughtfully like a player does. We will likely always have that advantage. Many cities allows them many units, but those units are never competitive when we have units that are 5+ levels ahead of them. Many outposts is a bad strategic decision most of the time unless you have a large enough military to stomp anyone that decides to attack you. If you lose o
[quote who="Madcatter" reply="8" id="3216785"]What exactly do you think it's the number of cities which makes the AI weak? I build as many cities as possible and never have a challenge with the AI on Huge/Challenging maps with many AI either. The strongest ones are those who DO spam cities so... I'm very skeptical about your understanding of what makes the AI strong vs. weak.[/quote] I keep hoping they will fix the spam and make the AI concentrate more on better quality cities
[quote who="Glazunov1" reply="7" id="3216734"]What race? What attributes for your sovereign? Do your enemies stay the same in each game, and who are they? Sorry for all the questions. [/quote] Custom race. Mage attributes plus super hero recruiter. All factions included.
[quote who="Murteas" reply="3" id="3216748"] Quoting auboy105, reply 2 Quoting GFireflyE, reply 1 I've never trusted autoselect (or automove) in any game. can add auto combat to that list aswell. Nothing personal against stardock, and I hope they can prove me wrong; just am OCD about managing my troops. Yes auto turn sucks because you dont get warnings when your cities stop building but autoturn was very useful to save having to