DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

Updated to v1b. -Added a ton of late game units with crystal items for the AI. -Tweaked build priorities to prevent the AI from stalling midgame. Feedback is welcome here. -Added compatibility with Unitstat Background mod.

81 Replies 299,026 Views

[quote who="rossanderson48" reply="62" id="3483843"] not a good mod when one has to delete something core about the game. Sounds good but I ain't deleting nothing ever that is core to the game. I'll wait for Froggy to update the ai. [/quote] I don't really consider that file to really be core. It's just a extra file the devs added a while back that contains a bunch of bad player designed units, it has never even been updated to reflect code changes. This mod

81 Replies 299,026 Views

I have found that AI priority on items and units has nothing to do with what the AI chooses to build. Take a look at the military policy section in CoreAIDefs.xml and to a lesser extent at AIMilitaryStrategyTypes.xml. Of course even after editing this stuff I find the AI really loves no upkeep units and will rarely build anything else. Limiting the free units to only certain roles helps a bit as well.

3 Replies 3,981 Views

Bump. [quote who="tjashen" reply="19" id="3475226"]Yeah that. Only 1.1 though, not 1.5. That way, in the early game you'd get a +1 attack, but as Attack_Pierce crosses into the double digits, you'd get a +2 or more... That'd make the bonus more meaningful in the mid-late game, as units are upgraded/provided with stronger weapons.[/quote] I like that idea. Although bloodthirsty already gives 20% to damaged units so you could go higher then 10%.

23 Replies 98,094 Views

Does that actually work? I was under the impression that would only work if the spell is what kills the unit, and not the normal attack damage itself.

844 Replies 1,924,907 Views

[quote who="Alstein" reply="6" id="3478415"]I used to be huge into anime, the stuff they put out today doesn't interest me that much anymore though. I suspect growing up and growing away from my friends earlier in life had an impact as well. I do occasionally get a manga:[/quote] Same. I think the industry in general has just become so stale and commercial. It's all about producing cookie cutter harem stuff to maximize profit and minimize risk, and I long ago out gr

20 Replies 111,140 Views

[quote who="joeball123" reply="10" id="3478538"]The somewhat ironic thing is that the very spell that players use to further distort the initiative levels into their favor - Aura of Grace - has the potential to reduce the initiative disparity if only the computer would produce its units out of a fortress with two or three essence and enchanted with Aura of Grace rather than seemingly building units at random within its empire, even if we were to change nothing about how the initiative system

18 Replies 18,619 Views

A lot of good advice here but you hardly need it against a single dragon. A single good champion backed up with 3-4 spearmen with boar spears and leather armor has always worked for me. Just watch out for the fire breath and you shouldn't lose more then 1-2 units.

17 Replies 29,892 Views

No I haven't updated this yet. Been waiting for 1.7, as it includes its own AI stuff. That might change if it takes much longer.

81 Replies 299,026 Views

[quote who="tjashen" reply="36" id="3475012"]The tunnel thing could be tied to a mountainside tile, but that is probably getting a little complex. I know the game likes to 'flatten' tiles when you build on them, but if you could figure out how to 'build' the improvement without flattening the tile, that would at least be visually appealing.[/quote] An interesting idea. I will have to check and see if it would work. Maybe Mountainside and Hills. I am definitively intere

39 Replies 173,381 Views

[quote who="abob101" reply="34" id="3474072"]BTW, Just building some of my own races and been looking at this as a reference on how to do some stuff. Am I confused or is your missing some StartingUnitType's ? I could be missing something but looks like you've only got half a dozen in the RaceType def, but you've created heaps more than that in your units file.[/quote] I don't think you need StartingUnitType tags on most units. They serve no real purpose as far as I can

39 Replies 173,381 Views

Ya fast does seem to be the best unit design trait right now. +2 Initiative is a lot and makes a unit quite a bit better. I find it hard not to put it on every single unit I make. Not sure how I would balance it though, maybe just put it down to +1 Initiative. Of course if they look at fast they should probably look into the Strike Garrison and Aura of Grace. Edit: Actually just reducing the benefit of each Initiative point would work better.

23 Replies 98,094 Views

I think they were hosted on a Imageshack account and I guess that just expired. I will have to reupload everything using a different system. Fixed the download link though and you can see the pictures there. This mod is included in B&M as well.

9 Replies 18,031 Views

I believe which AI personality the AI would use is set in the faction xml. That being the case I think it would mean that if you changed from AI_General to a new AI then you would have to tag everything as the AI would completely stop using the old tags.

81 Replies 299,026 Views

Check out the bottom of the CoreAIDefs.xml file. I think this is where and how you would actually create a new AI. Then as you said you would have to tag practically every entity in the game with it. I have no idea if it would actually work though. I haven't even got the general AI to where I want it let alone had time to create new ones. If it does work you could do cool things with it though.

81 Replies 299,026 Views

Been trying to optimize the AI build order for late game. I have had it optimized for early and mid game but noticed recently it tended to stall early late game. If I did it right it should make a big difference on top of everything else I have added for the next version. Only problem is that I am LH'ed out. I have played it quite a bit recently and don't feel like playing more.

81 Replies 299,026 Views

[quote who="abob101" reply="8" id="3473863"]Is it that Iron Golems are underpowered, or the Jugs are overpowered though ? Maybe a bit of both.[/quote] Well I tend to compare them to basic units. Personally I don't think Juggernauts are that much better then say a group of 4 or 5 trogs in chain with axes. Basic units get pretty ridiculously tough late game, to the point they can pretty much solo every monster but dragons. Without firebreath you could probably solo dragon

23 Replies 98,094 Views

Mage champions or Mage trained units? You get champions like any other through fame or leveling up. You can build mages after getting the enchantment tech on the magic tree.

2 Replies 4,470 Views

[quote who="Ericridge" reply="2" id="3473677"]Golems do get more better if you make them unequip the maces which make them slow as hell to swords and other weapons but that's about it to how far I can customize the iron golems. And an iron golem with sword/shield combo plus equipped with some initative accessory and an haste buff up made it an capable tanker able to respond to shifting battlefield. Downside is sorta expensive. But on plus side they can solo several

23 Replies 98,094 Views

Some large balance issues I have come across. Masterwork Chain and Light Plate - This is pretty obviously unbalanced. Masterwork Chain only reduces initiative by 2, for 26 Defense. That's only 6 less defense then plate but 4 more initiative, OP. Meanwhile Light Plate grants 22 Defense and reduces Initiative by 6! Six! That's 4 less Initiative then chain for only 6 defense. Never ever get that, your units will be so slow they will never move. Iron Golems - People have

23 Replies 98,094 Views

I have played a few games over the past little while and noticed something. In pretty much every game I pay 1-2 AIs end up stuck on a little patch of fertile land with only one city and no natural expansion. These AIs usually end up stuck in the middle of nowhere and end up doing nothing, and this isn't very fun. Not having access to at least 2-3 cities is the touch of death. A simple solution that would really help the AI, make maps and victory less random, and increase player i

1 Replies 9,893 Views

[quote who="anzytay" reply="45" id="3473279"]Root: Target unit's move becomes 0 for 5 turns, and has regeneration and avoid prone in the mean time.[/quote] I like that. I may steal it for a mod.

75 Replies 236,105 Views