Grimm is the best thing on TV right now. Firefly was better, but it never got a real shot. Grimm is one of those few shows that starts off good and keeps getting better. No pointless suspense like Heroes and 24, just a really interesting take on the classic procedural. The style is very reminiscent of Buffy's look at German mythology, but without so much or pithy irony. These guys seem to have grown up a bit from their last shows and I am really enjoying their new creation.
seanw3
Updated the OP. Version 3.912.01 adds alot of good spell balance among other things. You might notice that researched items are now affordable in the Shop. Lots more units for everyone. There are no longer scouts mucking up battles. Just soldiers and Champions now.
I guess the CoreAIDefs.xml is not currently in use. The issue seems to be only that the AI does not have good unit designs. Taking out all of the units out of CoreUnits.xml that are not up to snuff will work just fine as long as you have lots of unit designs for each faction. Seems like the devs are probably waiting for a more solid set of game mechanics before they create premade units to avoid wasteful efforts.
I don't think anyone is bossing anyone around. But it is important that the public testers express their needs so we can move forward smoothly. This kind of stuff has little to do with faction differentiation, other than that if they remade units, each one could have some faction based lore. This kind of thing is not likely to be a priority unless we ask for it.
[quote who="Ausland" reply="58" id="3139967"] Whats been done to materials? [/quote] + Merchant reduced to +25% Gildar instead of +1 Gildar per material + Workshop reduced to +2 prod per material instead of +3 This puts us much further away from thinking Materials are worth anything at all. 4
As I mod the game I find little things where lack of communication between devs causes one error that leads to hundreds more. The thing that bothers me the most about the game right now is the AI. It is annoying to test each faction and put thought and effort into a unit design, only to see the AI pump out 100 spear maidens that I can kill with some advanced archers without taking a single hit. Why is this happening? It is a complex issue. One dev made the wage co
New version up for .912. You're fast Derek, But I am Faster.
I am confused. Why does this update make Materials so useless? Grain is way more valuable as it is.
Might want to update the OP to say Released.
Considering that fire, frost, and lightning damage go right through armor, I don't see how they can be considered weak.
They are very rare. I play this game more than anyone at Stardock and I have only seen one.
Just got The Revelry. +10% Population, any units being trained are instantly completed, and current tech is researched instantly. So much win!
In my forays into modding, I have gotten increasingly frustrated by the AI factions' inability to make an efficient army. They just don't seem to max out their open army slots and when they do, it is not with a good mix of units. Are we waiting for some new API or whatnot that gives the AI some army mixing strategies? What is the holdup? I don't know much more than the xml portion of the AI, but it would seem like a good idea to have some ideal
So, to be clear, will the AI units group into larger armies? It sounds like it might be better in .911.
[quote who="Trojasmic" reply="26" id="3138412"] This really depends. If we're talking about worthless city spam by the AI then it should be easy to take them out. The best idea is to prevent the worthless AI city spam in the first place, but that's a different discussion. If we're talking about a megatropolis (new word), then yes it should be harder to take it out.[/quote] Megapolis would be the word. Metro and Polis. <
I have seen seen some smart monsters that doubled back and killed my sneaking unit. But since the AI can't do it, it is an exploit.
There is a mod scheduled to come out on day one that adds over 100 summons.
Have you thought about adding more types of city defenders? Instead of having each defender take the latest weapon and have no armor, try giving them preset armor and having a few different types. Walls should add a few chain or plate units as well. The city archer militia we get is a step in the right direction. They should get the latest bows though. It is not overpowered to have archers use the latest weapons. Crude Shortbow couldn't kill Annie the Dog. City defense if getting
I was aiming at Brad, but I have the Clumsy Injury, so sometimes I strike the wrong unit.
Is this slated for Thursday or next week?
Updated the OP to have my unit designs. The more of these we have, the better the AI is.
The newest version fixes a bug where I was saving all my extra files into the same folder. That is why you may have gotten a data.zip error earlier. In just tested it and everything seems to be working now.
I think they are the same file I will correct the mistake. Use the latest one though as that is the one I opened last.
It is a little hard to talk about the best strategies in this format. Can you post some videos of your choices?
Needs to be in the installation directory I think. Some of the files we are modding require a complete replacement or they won't function. See the Waiting For Next Beta Mod post for how to install into the game directory. !. Keep a backup of all original files in a folder somewhere. 2. Never report a bug when using a mod.