Okay Tuidjy - Please... let it go. Fact is that one can play the game on at least the challenging level without spamming pioneers. I did it with Altar - Lord Relias - on a recent playthrough where I had exactly 3 cities before getting into a fight with Magnar who had 12 cities. (He started it... and regretted it). Fact some of the AI likes to spam cities - Magnar in my playthrough. But this is also a strategy that Frogboy likes to use in games and so the AI does this well.
parrottmath
[quote who="Kamamura_CZ" reply="59" id="3262673"]Well, the combat simulation could be done via autocalc, but I suspect devs know all too well that AI is not cabable of assessing its chances correctly, and it needs all the help it can get, so they went with a simple dice roll. Which creates the problem you just described - a simple dice roll makes winning possible (though unlikely) in situations, where the actual combat would be unwinnable.[/quote] I don't mind the dice
[quote who="Lord Xia" reply="16" id="3263211"]Does Tarth monster repellent (can't remember what it's called now) protect cities? I remember this coming up but have never tried it myself?[/quote] No. it does not protect cities. On lower level difficulties (below challenging) monsters do not attack cities directly (if they are in the way, they will)
Looks like you are not getting the fonts with the game. I had this during the beta and had to restart my computer and it fixed itself. But I recommend doing what Neil suggested so they can get to the root of the problem.
As near as I can tell that is intended. Specifically for testing the AI, they needed to send the player sovereign somewhere that wouldn't get found or killed.
If you are modding the core files you may need to run the game in admin mode once for the changes to register.
This seems strange. The points do not make sense for having the AI set to insane. There are 2 difficulties, world difficulty and AI difficulty. It sounds like you have changed the world difficulty but not the AI difficulty. Post a save if you got one... I'd like to see.
If you ever change some of the core files, you might need to run in admin mode (once) for changes to take place. When you replace them in the main folder.
[quote who="Frogboy" reply="52" id="3262095"]I think I found the issue with the extra attributes on AI champions. The difficulty level is read in as a float but is converted and rounded up as an integer resulting in challenging (12.5) to be treated as a 13 and there's code looking for >12.5. So I think I have that nailed. This also affects the cost of rushing production. Regarding monsters, I haven't seen anything in this thread that indicate that the monsters are
There currently is no way to move a capital to another city (besides razing your capital) There is no way to change the link of an outpost to another city (besides razing the city it's connected to) I do hope that they add some functionality of at least switching the outpost to another city (I think this would require the game mechanic to include a production increase for distance to the new city)
I enjoy what you are doing here Tuidjy. You are thoruoghly finding bugs with the AI on challenging difficulty. I think that Brad can learn alot from this presentation of what the AI is doing. Anything that can help improve the game here is always a plus.
I agree with the original post here. There are bonuses to every other city for the other two types level ups (mind you I still think upgrade towns should be called community, because there is a size of the city called town as well... but I digress). Conclave - research bonuses and stuff for the entire empire. Towns - food and health stuff for the entire empire. Forts - garrison / troop upgrades stuff for the entire empire. some of the bonuses for the
refined techs are redoable. Their bonuses stack and you should get the bonus over and over again. basically the infinite research. If you are not getting the stacking bonuses then it's a bug (it says it in the heirgamonon).
Of course he's been drinking and whoring since he was a baby... think about why he sees all the colors and believes he does magic... It only makes sense....
X-Com is a fun game. I never played the original and so the new one does a great job for what it does. I agree that Fallen-Enchantress should be where it is at vs. content and polish (About tied with each other). Great job to both developers and especially Stardock!
Stealth is a great trait for new gamers. It allows you to pick and choose your battles for yourself. Stealth has already been (for the better) limited in its use because although you can ignore monsters for your units, but you cannot ignore them from your cities. Therefore, you do have to be careful about that placement, just like any other faction. Hence, the roaming monsters do cause some worries for your faction, because you lose the ability to KITE the monsters a
[quote who="bbr91" reply="94" id="3261371"]Quoting parrottmath, reply 93I've already seen some improvement with his personal build. What? How? Where? I want it! How do I get it? Do I have to go to his house?[/quote] https://forums.elementalgame.com/434964 I'd recommend making a back-up of your fallenenchantress.exe before you play with this, but hey there you go.
[quote who="StevenAus" reply="2" id="3261292"]Well, as it has been said, 50% movement cost reduction on all rough terrains AND an elimination of the stop on river penalty is a significant bonus. I don't play Tarth, but I have played a 1.0 Custom Faction with Master Scouts, The Decalon and Enchanters, and I find that these three skills for 4 points (plus a weakness) to be a bargain.[/quote] I don't necessarily agree with this statement. Play a desert map where most tiles are no
[quote who="bbr91" reply="92" id="3261326"]I'm eagerly waiting Brad's solution [/quote] I've already seen some improvement with his personal build. Hopefully it will be implemented.
Why are you suggesting we nerf Tarth and Umber? Do you play Tarth? I know I do, and I have an easier time playing the game with Kraxis, Altar, or Gilden than I do with Tarth.
Would this same effect be achieved by taking all units and adding +4 to their initiative, then taking each item and subtracting 4 from each of their initiatives. that is to say the dagger gets +0 to initiative, the sword then gets -6 (starts with -2 I think). So forth. Monsters would also get the buff on their initiative to maintain fairness. I think this would be rather tedious but accomplish the same thing I think.
[BUG] I thought I would watch the AI to see what they will do and basically from turn 25 - 43 I noticed that Procipinee's sovereign army hasn't moved for any of those turns. It looks like it cleared all the good-huts it felt it could and hasn't moved from this spot. Edit: After turn 43 she finally moved again.
:) that is awesome... what did you do?
That seems like a problem. Do you have a screenshot that we can see?
So on my catalyst control center under graphics settings - 3d - all settings - there is a wait for vertical refresh slider.