I thought that was the feedback for "clink"?
onomastikon
Sometimes I see the popup floater text "Blocked" over one of my units in tactical battles. I have no idea to what this refers, since I am unaware of any blocking mechanism in the game. What exactly is going on, and where can we see some modicum of documentation about it?
While the AI in 1.3 has seen improvement, I believe the following helpful advice gleaned from various threads over the last weeks might help to greatly improve its performance. In the hopes that His Right Honourable Msgr. Bradley Wardell might grace this meagre thread with a perfunctory perusal, I herewith scribe: 1. AI Unitbuilding and Unit Design : - Suboptimality: AI designs units with traits it cannot use, for example Wraiths (Resoln) with Plate Mail
I really can't imagine how to make LH more stettlable. It already resembles bucolic 18th century Poland aesthetically, and you also have the option to dress your units in dark fur hats and long, poorly-fitting black robes, and you can rename most of your cities to resemble ficticious stettles such as Pinsk. Perhaps there could be the option to mod in clarinets (gives all allies a +4 chance to light sabbath candles).
OK thank you, I will try to find that game, reload, and destroy any outposts or cities nearby to see if that tile is there. Oddly enough, I do not remember cities being nearby, and I do remember that when I came across the wildlands later in the game again, it was entirely empty, and I have never seen the AI clear it out before. THank you, I'll look into that
Additional AI issues : In addition to AI unit design, pathing, citybuilding, settling, and risk assessment (on all of which the AI still desperately needs help !), the AI still needs work on - Champion building: The AI will often, to its great disadvantage, choose the wrong strategy in equipping and fielding its champions. I've seen the AI (unsuccessfully) attempt to field Procipine as a warrior. I honestly do not know if the path Warrior or
[quote who="StevenAus" reply="23" id="3397475"]It's really great that all of the vanilla LH hero types are useful in their own way at least to some players or for certain playstyles... that shows that Stardock has got something right, although it is true that some path types could use a little tweaking (and maybe even new paths such as Summoner and/or Ranger and new path choosing mechanism instead of the window - could be implemented). [/quote] Yes. But correct me if I'm
I'm honestly not sure entirely what you mean, or how it will work out, but I do suggest trying it out as you see fit and sharing your experience! GL and HF!
It's odd, i've never changed any of the settings, and have never had this problem before. I double-checked, and see that particle effects are on.... OK, well, thanks anyhow.
I believe you are misunderstanding me. I cannot see from your screenshot if the tile is considered part of Imperium or not. Can you hover your mouse over that tile and have a screenshot of the bottom right?
"Teams" don't currently work well in 1.3. Despite that, you should have no trouble in crushing the single opposed AI under your feet. Consider having 3 opposing AIs as a "Team" (don't expect teamwork) set to Expert or Hard, with you alone.
I have just let Steam verify my files and it claims all is well, and yet this persists for days now, I have entirely shut down my machine, restarted steam, restarted LH, reloaded games, and in all of my tactical battles, the units move and display their animations normally, but - there are no graphics representing ranged missiles - there are no graphics representing combat statuses, such as the effects of buffs or debuffs (e.g. no "haste" circles) or the little shields r
I cannot find any single tile to settle in Imperium. I am unable to "clear" Imperium because there appears to be nothing to clear. There are no settlements or outposts in it. I cannot place a settlement or *outpost* in any tile. Yet if what you say is true, then the Quest seems oddly planned, since there are resources to be had there, yet these cannot be reaped without some form of outpost.
Infrequently, my games will not display ranged attacks in tactical battles, even after shutting down LH, restarting, and reloading
There is an option in game setup to have AIs belong to "teams". I'm not sure if this is WAD, since the respective AIs do not treat each other as such. While I cannot speculate as to how often they trade resources with one another freely, I can see that it is quite easy to wage war against one team member and have pleasant relations with the other. This, at least, in my opinion should not be possible.
Odd, that I do not *always* see these circles, only sometimes.
No, the tiles belong to Imperium, and are still shaded in the darkish green hue signifying Wildlands. They are entirely unsettleable, even by the AI. I have attempted to put an Outpost anywhere within the Imperium lands, and receive the error message to the extent that I cannot settle on land owned by another faction. Imperium is unclearable, because the trigger which is necessary to clear it (I am assuming a particular monster or its lair) is absent.
Some map triggers seem to be broken as well. I loaded a game in which one of the Wildlands, in this case: Imperium, was entirely devoid of monsters or lairs. I know it had some when I had first uncovered that part of the map, but now there are no traces of any creatures, including lairs to clear (yes I have cast Ineluctable Vision). The land is unsettleable (it still belongs to Imperium) and the quest unfinishable.
[quote who="Trojasmic" reply="2" id="3393300"] While I agree that the AI doesn't always settle in an optimal spot, your example is flawed. After you raze a city, there are often new spots (and better spots that weren't there before) because the land changes for the better while it is under player/AI control over time. [/quote] Just razed an opponent level 1 village with no structures yet built, quite on the edge of a map, it couldn't have been on that
I didn't realize there was a turn limit. Is the only way to change it by modding, or is there an option somewhere in-game?
another UI: Could we please have a way to sort our designed units, especially in the Train menu? According to labor, material, crystal, weapon type would be nice, or also custom drag-and-drop. Default is currently unchangeable, and that is by design time. AI cheating: It would be nice if the AI would get more cheats which benefit it later (I am only challenged until the end of Early Game, when I can be steamrolled by AI), such as increased research bonuses per tur
One last thing: Currently, if you set mouse-over to show the path a unit will take, and click on the location, you will often be dissapointed to see your unit take off in another direction, because the computer will reckon the path differently (based on a non-hostile entity blocking the way) -- and you cannot stop that unit from moving in the wrong direction and wasting a full turn until the unit comes to a stop
I belong to the minority who feel that the AI, even in 1.3, is significantly inferior to GalCiv2. I have not noticed a significant jump in AI behavior in 1.3 vs. 1.2, although I have noticed some changes, such as the AI's improved willingness to take unguarded goodie huts and to hunt monsters, and a somewhat higher willingness to produce Pioneers and escort these to better sites. The AI still fails to be more aggressive in warfare, select appropriate targets, and have a pl
[quote who="Derek Paxton" reply="4" id="3394155"] Making non-hostile units stackable is a big deal. If an attack happens who does it happen against? How would I know if there was a unit I was at war with in a tile with a unit I'm not at war with? Some would suggest not allowing them to stop in the tile but allowing them to move through the tile, which is also a major change (at this stage of the project). So we are unlikely to allow stacking units b
Boy this is really driving me crazy. I'd really like to hear feedback from Derek as to how he, or other members of the team, see this. Thank you!