Well might as well show my floating waterfall (1.004)
parrottmath
One of the biggest problems about transparency with regards to AI rules is the players ability to manipulate the loopholes in the rules. I do not doubt that transparency does help identify bugs and determines whether the AI is playing by its set rules. But if you knew exactly what the AI will do, then you lose some of magic of what the AI is going to do if you do X. Once this is all revealed you lose your title as player and move into the world as developer. The only way I can
They know about this one now and they are putting in the code to fix it. Good catch. (not sure if it will be for 1.01 though)
[quote]2) No tool tips for racial abilities in the faction creation screen. This info is not even available anywhere in the Heirgamaenenonomnomnom that I could find. I had to start a game with every race, write down the bloodline ability on a piece of scratch paper, abandon the game, and start over. For every bloodline.[/quote] This is actually in game (I can confirm it for 1.004, but I thought it was there for 1.00) <img src="https://dl.dropbox.com/u/75549875/Fallen%20Enchant
[quote who="noobshot" reply="1" id="3268724"]5) Building an outpost needs to indicate which city it will attach to. I shouldn't have to count squares. Especially with an outpost that is between three or more cities.[/quote] This would be a nice addition to the outpost. Just to note that each resource is individually attached to the closest city as well. So, the outpost choice almost seems a mute point unless we get a mechanic that allows us to choose the city to which the outpost
I know. I settled a city next to some rock spider lair and they traveled 20-30 tiles away to destroy the AI city (poor magnar). My plan worked perfectly. Monsters should act like animals and each tile really does represent a huge amount area that most monsters shouldn't be that agressive beyond their lair. If you add this insta-aggressiveness then stealth trait becomes a rather HUGE bonus (it's big now, but randomness keeps things a little more fair wiht that bonus).
My last game I had 5 cities within 20 tiles of my main city. The map is random and depending on the settings you choose could also depend on the city placement. I've also had another game where within 40 tiles I could only settle 3 spots (but I had the settings on barren for that one). Set the map on temperate and see if that provides enough places to settle.
[quote who="Tuidjy" reply="27" id="3268609"]Quoting Frogboy, reply 26IF it has no destination, then IF difficulty level is >=13 (above challenging) then it will do a second check to see if it's local. Well, this explains very well what I have been seeing. The monsters ignored the defenseless AI army next to them because they were already chasing my army. [/quote] Which may be the reason for the mis-perceptions that are occuring.
It's hard to find this stickied post since you have to go to the support sub-category under fallen enchantress to actually find it.
The game is in a post apocalyptic world and most of the ground is not suitable for placing a city to have a populous to suvive. The game doesn't tell you that you must settle in this spot, usually there are several spots to choose from and depending on the map you can have a lot of choices. In fact you can have rather large sections of choices for a city. But you also can't have cities too close to each other needs to be at least 6 tiles apart. So you can find a large spot to
It's a beta release of the patch for 1.01. Here is the forum post with all the information. https://forums.elementalgame.com/435790
[quote who="Kongdej" reply="13" id="3268559"]Quoting Gaunathor, reply 11 Quoting parrottmath, reply 7Unfortunately that multiplier of x5 in the shop seems to be hard coded. It wold be much nicer if it were around x3 for cost increase. Makes that broadsword 90 gildar and that firestaff 108 gildar. This would make the salted pork the oh so reasonably priced at 18 gildar. The multiplier is x0.2 not x5. Selling prices are 1/5th of the real item value. Same sa
[quote who="Tuidjy" reply="24" id="3268562"](And if I am mistaken, it's not placebo, it's selective perception, also known as perception bias)[/quote] exactly.
[quote who="Frogboy" reply="23" id="3268551"]I'm going to quit arguing this because there is no way to change the perception of this: The monsters attack the AI just as much as humans. It's a placebo effect when players think they are attacking the other way. Only at difficulty levels above challenging (on world difficulty) do monsters start to look at the players differently. But on challenging or less, it's a random roll without knowing who it's going after.  
Leaving monster huts can actually be a tatical choice. For example, leaving a bandit hut could allow you to farm xp for your newly recruited soldiers. Similar with other monster huts. Leaving the goodie-huts and such I believe was a design choice because the effectiveness of the AI to grab these things. I agree that the AI should play the game as any normal person would in this regard. Can't say much about the monster lairs, but I can say that the goodie-huts should at least be cl
[quote who="Gaunathor" reply="11" id="3268518"]Quoting jfp3, reply 10-- Or that when you have "Propaganda" active in a city, but taxes set to zero, you won't get any gold for the spell. (What good is "magic" gold that still has to be plucked from a hapless middle-class through taxation?) This pretty much depends on your understanding of the spell. I always thought, that the spell simply increases the money-making abilities of the merchants, not that it creates Gildar-coin
still present.
Unfortunately that multiplier of x5 in the shop seems to be hard coded. It wold be much nicer if it were around x3 for cost increase. Makes that broadsword 90 gildar and that firestaff 108 gildar. This would make the salted pork the oh so reasonably priced at 18 gildar.
Now the +3 attack works for each invidual unit in a group. So if it is a group of 3 then it really is a +9, but a group of 7 it's a +21. I don't think beserk is that worthless. Just worthless for champions in the late game. Early game it's useful.
During the beta I've heard of Kraxis clearing a wildland. But I have yet to hear of it in the current version.
The point of the green border is to demonstrate a dratically different landscape when you enter the elemental lords domain. I agree that these monsters shouldn't wander too far from their borders, but the borders are not a stop all. Also, when you cross the border you get a cut-scene so that border works like a trigger. Now elemental lords shouldn't leave that border, but the minions, I see no problem with them wandering out.
I think if you plop your city too close to the wildlands then yes they should attack your cities early on. If I recall correctly though the AI is not programmed to attack your cities directly, but if they are in the way of travel then your city will get attacked.
If you see an enemy settlement you can re-arrange their construction que. I really don't think this should be possible.
I've tried to reproduce this, but was unable to get the AI to finish the buildings for free. They rushed some of the buildings, but the bug may be that the AI is not charged for rushing building and units and on the reload the AI calculates that rushing the building is cost effective compared to what it's previous plans were.
[quote who="Frogboy" reply="30" id="3268094"]Quoting Lord Xia, reply 21I checked the core difficulties, and it looks fine, 1.0 for normal. But Resoln is in the lead and has 16,000 gold and that seems a bit unlikely. I agree. I wonder where/how it's getting it. [/quote] Looks like the AI knows how to game the system better than the programmer ;)