Most of my work started out with a post like this aimed at equalizing the hero-troop issue. I have solved the problem rather well, though there is certainly more than one way to do it. I have tried to incorporate many different elements of the game to balance the issue. Spells, techs, XP level, and improvements all help make troops and heroes play on equal ground. I even set up each faction to work in the system wildly different. To complicate things more, I felt that heroes and troops
seanw3
The only reason I am still here is because Brad Wardell is an excellent AI programmer and hires other great AI developers. It might not be equal to a human player, but it will be one of the best AI's in the history of TBS games. Given the complexity the game has, it is already doing very well. In fact, the major problems it has are mostly things that haven't been turned on yet, like strategic offensive spells.
I realized I can already change world lighting, but it doesn't last too long. Now I really need that beta 5 update.
Version 1.952.023 is up! Leveling will be a little easier, let me know how it goes. Lots of changes here, but most of them are AI changes. The biggest content is the new endgame spells. It might be impossible for the AI to cast them and many of them may not work as planned. They need testing, but should at the very least add some interest to the endgame. They are mostly geared towards desperate gambits when you are losing to a stronger foe. Once you understand how
I am not happy with flying as a level 5 Arcane Mastery spell. That should come from a staff or race type. I will think of something better later. The other spells are done, but need some testing. I will update tonight for anyone that wants to try them out.
We are still kind of waiting on beta 5 and the official release of modding so that we know exactly what we are working with. The intent is to make this mod compatible with vanilla and all modular mods, which are mods that add only content. I don't think we need any help, but I'll put you on the list of people if and when we do. I suppose once we have it mostly done, we will want some beta testers to test it out before release.
I think most people have played with armies and heroes balanced well will agree that it is loads more fun than what you seem to be saying. I like the idea that certain factions are better off training a few super heroes, while others are going to create massive armies to fight. That is the kind of interesting variety a TBS/RPG needs.
We are probably going to make this a day one mod, since it will go right into the vanilla game. That all depends on how long Beta 5 is.
I call for another week to be added. The 27th is fine with me.
Well, there is a difference between what you are asking it to do and what most mods will ask it to do. I can tell the AI to revalue techs in my mod, but I can't tell it to use a technology that does something incomprehensible to the AI. I can tell the AI to use mostly bows, but I can't teach the AI to choose new weapons based on a battles situation and then equip them ingame. A human can do that. The AI currently can't. You have to get in there with both hands and get dirty before
I would guess that is anywhere. I would use 0 otherwise.
I finally am getting around to changing world lighting changes and such. Can we get a complete list of which numbers correspond to what? Some of the numbers are easy to guess based on the example. For that matter, can we even use this until beta 5?
[quote who="Trojasmic" reply="5" id="3228142"]There seem to be a lot of Aussies and British people in this forum... I would do a translation for them first.[/quote] Switching Theater to Theatre now...
Does Corruption work on your shards?
Am I the only one that is still skeptical? I will still be waiting for release on this one. I hope it turns out well though!
I am a translator, modder, and rusophile. I would perhaps be willing to work on a translation, but I am not sure I would have time. After the release, we will see how good sales are in Russian speaking countries. I don't want to make a mod for pirates. [e digicons];)[/e]
Looks like someone cast Polio on that hart.
I thought the book that pops up and tells you the Sov story after each Ctrl+N was the punishment. It just keeps playing and playing if you restart the map. [e digicons]8|[/e]
Nice to see a new mod idea. Modders who throw out the current game and start anew should be rewarded with special pastries and red sashes. Can't wait to play it.
Update: I am getting really good AI tech and building priority in my latest build. There is one thing I added that makes the AI look at tile yields to decide what city specialization they want: Grain gets Town, Essence gets Conclave, Materials get Fortress. I haven't though of a way to make the AI set up a Fortress at a chokepoint, but that really seems like something Fb would need to do. The next update will have better monster balance, better A
See other post. The 20th is the new beta 5 date. Back to modding!
You guys are thinking in terms of other games. In FE we will be making stamps, not maps. We will make tons of stamps that are patched together to make the whole map. Sure you might make a copy of some map from MoM if you really wanted to pay homage, but the most fun will be had by adding more unique stamps. The thing we need the devs to do is make sure the starting postion stamps are fair and equal. And to make sure that resources and monsters are also equal.
[quote who="FaithLehane" reply="10" id="3225467"]Brad, what is your opinion of feminism? Do you think it has gone 'too far'?[/quote] Nice. Right up there with "The nazis really had some good ideas" and "Why do you think American is the number one country?"
I really really want to see how you do AI stuff and test in general. So, either keep posting these or pull the trigger on that 24hr reality TV show. The Real World: Stardockia, coming to your television sets this November. I heard they are canceling Joss Whedon's new SHIELD series to fit it in. Better be good.
[e digicons]8C[/e]