A single soldier does not an army make. What seems to happen here is that the AI sees me, but does not understand how to act. If I am waiting on a road, the only way to go around safely is to move outside of my movement range. Since I am on a road and this is a choke point, there is not way around. When there is no way around, stay in the city until you can break through. [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Yithril_0010.png[/IMG]
seanw3
I wiped out the northern force. In the south, wildings raided my outpost, killing everyone. The Knights of Asok massacred Resoln's southern forces. A draw.
Finally Resoln sends out some armies to recapture her lost outposts. I have superior forces and yet she splits into two weaker armies and goes for both outposts. I can clearly defend both with my two armies. Had she made one large army, I would have lost the south outpost and the garrison I have there. This be the situation. [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Yithril_0006.png[/IMG] Her city is to the west of here. It is large and well defended. She h
Cults of spiders are strictly forbidden in my realm! Blasphemers! I will axe it. You won't ever see me dong anything with spiders. You see, a gypsy told me I would die from a spider's poison. They are the bane of my existence. Anyhow, the trait should not even show up. It's supposed to be with binding as it was before the devs changed it. Those special unit traits are now custom faction options. It doesn't make sense to be racial from a design pers
Again we are invaded by two archers. Two archers does not an army make. [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Yithril_0005.png[/IMG] I am playing on the same AI as Hard, 1.5 intelligence factor. Mine is called Harder because the AI gets revealed FoW and less cheatiness. Even on Challenging the AI should know better than what I am seeing. Have yet to see an invasion force, even though they declared war.
Custom Trog race that doesn't take the archer penalty.
Once again a minor scout party of archers is caught wandering near me and my armies. The reasoning for coming forward is impossible to fathom. Ceresa has full knowledge of the maps of the realm. She knows my armies surround the area. Why waste a perfectly good set of bows? [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Yithril_0004.png[/IMG]
[e digicons]}:)[/e] Fortify was axed because the devs never taught the AI how to use it. When they add tile based AI logic for tactical battles, I'll add it back in. Until then, you have 15 defense when under 50% Hp. Take that and Rage for a very solid spear and shield combo. And remember, your bronze shield is the best dodge item in the game. You are a great counter to bows.
Another army missing a unit. [IMG]http://i1237.photobucket.com/albums/ff478/seanw3/Yithril_0003.png[/IMG] Just one more unit would have made this a full army. Why does the AI not wait? Why send an army this weak by itself through territory owned by an enemy with their Sov guarding the area? It would take at least three stacks of this spear maiden army to compete. The AI needs to look at the danger and wait for either an opportunity to get passed me or for more stacks. They are
I really want FE to have the best AI possible. To that end, I'll be making posts like this from time to time. I'll try to keep things interesting writing wise and include lots of pictures. I want to draw the eyes of the powers that be towards some issues with the AI. I'll be playing with my mod installed, but that would only make the AI better. In fact, many issues I have with the AI, I feel I should be able to solve myself in the XML. It's something modders need to make the A
Nice to see some feedback, even if it is from inside the bowels of the Earth. (Silurian?) I made some logic errors on the latest update. Things spawn way too far away from the starting point. It seems to add what I put in the ElementalDefs to the default numbers I have in the CoreMonsterUnitTypes. I'll get that fixed soon. I am also going to try to make Sparse Monsters extremely sparse for new users. It will be way out of course with Normal and Dense. You ar
I started work on this a few months ago. My mod started as a city level mod. If you want to play it on easy just for a taste of how I am handling this kind of balance, it might help your overall project. For me, the key is to limit Sov based growth, reduce overall growth, increase city level power, increase difficulty of expanding by increasing difficulty of conquering expansion areas, take out almost all prestige from techs, add prestige from wonders and improvements that cost influence, mak
Those need to stay so that custom troggers can use archers. I am not sure any of that was crashing stuff. The only confirmed crashes are from a summoning that has no monster. Since scouts don't get summoned, it is unrelated. But scouts are evil and deserve to die. They destroy your economy and fill up armies with a crap unit. So I hit them with the old axe.
What score? I don't see a score.
Just noticed something unintended, but worthy of awe. Knights of Asok have been powered up and are set to wander a bit around their lair. When a road is near their lair, they use it often. Because they have such a high movement rate, they begin to take over a large area near their lair at high movement. I was fighting some Troll Warriors near their lair on a road. I barely survived the battle and ended turn. I found out the hard way not go anywhere near Asok territory unless I am looking to h
Until there are a few great mods? You've cut me to the core, good sir. Recognized or not, there are two wonderful mods that were ready at release. And one of those is on the same skill level as a game reviewer, beginner.
I think he missed the part about the world emptying to make way for the endgame wars. Of course, the endgame needs more direction and the faction AI needs more teeth, so that's probably why he missed. I think I'll stop reading so many reviews. All I can think about when I read them is how I agree, feel my mod fixed those issues. Most reviews are a total disconnect for me. I am surprised that modability is not a factor in their analysis.
I would expect performance in the late game to be very slow on maps this big. Hope it's not though. How cool would it be to have all the wildlands?
1.0.004 is up. Changelog in the OP. Please let me know if you are still crashing. I deleted the scouts and fixed the bad elemental spawn. It mostly helps to know what you were building, training, attacking, and turn number. Maybe check the AI too if I can't nail it down. I should have taken the Infallible trait before writing the code.
The devs said they fixed the problem with upgrades. It's a hardcoded feature that is bugged. Basically it's not checking how many troops are in the unit. Too bad, because I would love it if it worked. But for gear and unit size it still gives you a cheap deal. I will make the default cost much higher I suppose.
I would bet dollars to cents that these mod bugs will be fixed. The devs just haven't started that kind of prioritizing. We are at least on their radar now.
I am putting together some bug fixes. It should stop alot of crashes. I'll have it ready this morning, GMT -700.
[e digicons]}:)[/e] Each lair upgrades to a more powerful lair about every 100 turns. Increasing the world difficulty increases how fast lairs will upgrade. I make sure that wildlands do the same thing. I want to make sure any player that is weak by turn 100 or is trying to farm lairs, gets his just dessert.
[quote who="Ashnal" reply="331" id="3262570"]I've commented out the scout lines in the XML, we will see if my next game crashes or not. It was a real shame since I had a starting city of 4/2/3 as Procipinee. That city would have had 5 essence [/quote] Where did you find more scout code? I have been trying to eradicate those. I want to be known as the scout nazi. Why oh why did the devs make such a useless unit?
Yes, but you have to realize that the things you like about the mod give the player some supreme power. If the world was the same and you had all the balance changes, you would never be challenged. Still, you could try a few things. Make a custom map where you set the lairs up. You could try using the vanilla CoreGoodieHuts. Like I mentioned in my treatise on the mod, this is just a template. Feel free to change it to your liking. [e digicons]:thumbsup:[/e] [Edit