Right now the AI seems to only use power rating to decide army strength. So getting lots of injuries is not considered. You need only subtract power in the injury xml and make sure the AI reads this properly. But as some may recall, Brad is waiting for the game to get nearer completion before he comes back to do more work. Something about running a major company. Getting the power values perfect is something that can only be done later in development. As far as AI logic on when
seanw3
What about a Team Edward faction? [e digicons]:-"[/e]
The posts by devs seem to indicate that essence works the same as grain and materials, but admittedly I am only guessing. Still, I am probably right.
The Grain/Material/Essence number is derived from the surrounding tiles. 9 tiles add together to give you the number for a given tile.
Re: #5 A single game tile is actually hundreds of square miles. Within that land there are no doubt dozens of points of interest. When you do a quest, the tile merely marks the specific point of interest that is relevant to your quest. This is the best way to think about tiles and the game interface. It is more a representational medium, as is any map.
Actually, the intended design is that expansion is always better. The limitation is your ability to clear an area of hostiles in order to expand. That limit is severely lacking to be sure. I am not sure if this is even the intended design or just the most recent stated design. Right now the early game offers few monster related limitations to expansion. Prestige offers some limitation, but only in as much as you need to level your Sov to fuel growth. The minimum 3 seasons to build or train fu
Champion immortality is fine. Heroes don't die in stories, why should they die here? The issue is that the AI sends them at you without regard. After a few injuries, the AI needs to place them in cities until a potion or spell can heal them. They need to stick to large armies instead of trying to solo nine companies at once. I like the idea that constant failure makes a hero worse than dead, but the AI fails to often.
[quote who="Wizard1200" reply="16" id="3190445"]Champions that are unable to cast spells without imbuing would solve this in my opinion, because it makes the sovereign creation more meaningful and the school traits (Air III - V for example) at the level ups more powerful. In addition extra spells could be found in quests that can be learned by the sovereign and the champions.[/quote] I don't think that would make for a good game mechanic. Even if you disregard that
Brownies are aesthetically ugly, but taste good. Down with brown.
To me the best solution is to give Sovs special traits at the start. Some super powers for lack of a better term. The history traits that we all get one of should come with more powerful abilities than one can find in the game. The extra traits one can spend points on should also be Sovereign unique so that each Sov plays with more character. Limiting magic use is not the answer. One powerful thing research needs to be able to do is give all heroes a spell. There
If the stupid atmosphere wasn't up there, we would have stars all day long. [e digicons]:annoyed:[/e]
The reason I am still playing this game is because there are so few TBS games with good AI. Frogboy is more than capable of doing this. That said, the AI will be programmed with immortal heroes in mind. My point is that suddenly becoming mortal will throw a serious kink into the AI's strategy.
IMO all that blue sky is mucking up my view of the stars.
Fallen Enchantress is superior. Play the beta.
Shamrock voting for purple and red skittles saying black. What the hell? At least we can all agree that brown is the worst.
Teal is the bastard son of green and blue. I guess what they say about sweeds is true. [e digicons]:annoyed:[/e]
God help me Kongdej, I love that sentiment.
Si tiene preguntas, puedo contestarlas.
Right now immortal champions are the only thing making the AI even remotely competitive. You will quickly end up in a situation where the AI has only trained units. That will be extremely easy to counter. I think once the AI is at its full potential, this will break it. To each their own.
Green, the color of life.
No hay un manual para ahora. Pienso que sera un manual despues de ellos terminan la juega.
I played those games a little and they also have a crappy tactical AI.
The unit placement system is too new and too complex for today's AI. Maybe in a few decades once the Frogboy Academy For AI has graduated some students we will see this interesting concept flourish. Until then, Civ VI should probably go back to stacks of doom.
There does seem to be a delay for installing. I would make sure to use the Stardock Central software to install all Stardock games. It is much smoother.
I don't feel a specific need to defend this game as its popularity can now do the talking, but sometimes people use a word that does not accurately describe the game. Bland is a poor choice. Overly complex, perhaps. Jackswift85, you forgot to add in a scenario for people that liked a game from a decade ago and feel that belittling new games makes that old one better. Also forgot to ask if they think TBS and FPS are the same genre after asking if TBS and RTS ar