I had a 5/3/3 next to a shard, crystal crag, forest, and river. Game over man, game over!
seanw3
This is interesting. It's one of those things I don't even notice from playing for so long with the same colors. I only look at flags, not color, because you can't tell anything by color.
Maybe give them a slight dodge bonus too? I love watching them flip.
*Uses Recall Scroll* [e digicons]:ninja:[/e]
Sure hope someone keeps bumping this... [e digicons];)[/e]
They are probably waiting till after release to give out the tools. There are alot of mod bugs that need to be fixed, so this would be more efficient. I am excited to see the mod community grow though.
That makes me hopeful. I did change some stuff between saved games.
You have to make new custom Sovs. Basically I changed all the choices and internal names of the Sov stuff, so your old ones won't show up very well. But my Sov creation is much more expansive and logical.
My theory is that there was a before, until He gained power and deleted the before in favor of these realities. No hard feelings big guy. I always choose the evil I know. Each hero takes 50% XP away. So if each Altarian adds +50%, it negates the penalty. But I suppose that would only work if it did it for the whole party. So, a little troll logic there. But two of them together has no penalty. I would love to actually do that, but it is hardcoded. I have two spe
So those are the powers that be? I guess I thought everyone would be more Greek looking. And how come the paintings guy doesn't have a name? Those paintings are just awe inspiring. I used to get married just for the art. Now I Ctrl+N for it. [e digicons]:grin:[/e]
Modular mods are really not possible right now or you would have to really test out what files can be modded like that. We will have to wait until the modding rapture, when the gods of development come to our forum and fix all the bugs. Until then, it's just more efficient to do a core mod.
Been awhile since we used this thread. I am noticing some late game problems with tactical battles initiating. Has anyone else seen this? It only happens during late games when I am fighting 9 versus 9. The tactical battle fails to initiate and the game freezes and then crashes. I am guessing it is an issue with threading, but it could also be the crap computer I am using. If it is just me, I will try to nail down the exact cause. Can't think how a mod would make this happen, but since I
Oh, well Frogboy assures me the AI is playing fair, so if they are winning, I have to assume it is because autoresolve is still screwed up. There are so many cases where autoresolve is buggy. I don't think it is the AI itself though. However, I am noticing some late game bugs, but since I am modding, I can't report any of them. I hope they are not in the vanilla too.
[quote who="Frogboy" reply="91" id="3242017"]I'll kill you all![/quote] Save it for multiplayer brah. [e digicons]:cylon:[/e]
I just added in a thing where casting spell of making makes your Sov omnipotent. So, if you choose to continue after winning, you get to crush the enemy with limitless power.
Basically, every AI pretty much cheats nonstop. The devs do that and then focus on pathing and tactics. Those AI's seem better, but really they suck at playing the game and just cheat to make up for it. This AI plays the game and attempts to do so as well as a normal player would. If you don't follow other game's AI development, that won't mean much. It means alot to me though, as the only other AI that has achieved this is the GalCiv2 AI. As I recall that AI was alot worse at
[quote who="Kongdej" reply="193" id="3240459"]How modest[/quote] This is one area that can be perfectly balanced by any fool. People say huberous leads to a fall, but wasn't God probably a little prideful before he became an omnipotent sadist?
The thing about FE is that the AI is using a more complex structure. It will seem dumb in development, but once it is at 90%, it will simply be the best AI ever. This AI plays like a human, which means it will be a long time before it's perfect. The other difference is that this AI can learn and be taught by modders. That means new ideas and constant improvement is almost guaranteed. As long as the rest of the game is good.
Hmm... Now that city level adds real resources, Civics might be more valuable for that +1 faction prestige. When you start with 6 Grain at least it would be a good choice.
How about we get the AI to use the shop and then talk about balance?
They could move at the same time fine if every time they went into the same tile, an attack is queued. It would have to be any attempt at the same tile, not who ends on the same tile, lest we end up with a Schrodinger's Cat situation.
I keep a close eye on the AI from a save with the map revealed to check this. So far, all the AI's are playing fair and even attacking each other. There are no free battles, but with my balance, no battle is random at all. You pretty much know who is going to win based on 300 turns of vying for power. And the long histories of war and peace factor into the endgame alliances. It's awesome. I have a perfect balance on the modifiers for AI relations though, so that may be why mine plays
As long as the enemy factions and the monster factions move simultaneously, they will never attack each other. The only way a monster ever attacks an enemy faction is when one of them doesn't move.
I doubt that does more than AI and sorting.
The worst thing is that spell resistance may not even be working. I think something changed since beta 3, because that is how I did it then. I can live with the Accuracy thing though, as long as I add some elemental resistance to staves, it should play about the same. In the game I mentioned, I am at turn 300 now and things are heating up. With that mega-lair gone, my armies can focus on wiping out all the trolls. Soon I will have 3 troll lairs. Since trolls are t