DsRaider

DsRaider

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

Your idea is interesting, another possibility is to copy Civ4 and add a significant upkeep cost to cities. This way you couldn't afford too have many low level cities and would have to develop them 1 at a time. [quote who="Murteas" reply="7" id="3211174"]How did you end up modding this? did you give the pioneer design some equipment that costs 50 gold? Or some other way?[/quote] Pioneers use a different base unit then other designed units. You cannot give other units the

22 Replies 13,443 Views

@OP: Are you talking about guardians or wanderers? The monsters that sit on lairs and don't move unless placed under ZoC are what I call guardians, and wanderers are those monsters that do wander around normally. As stated by Frogboy wanderers already have a patrol radius. Although they tend to be very weak and not attack cities ever. Guardians on the other hand when aggroed wander around randomly. I find the current system off but if you were to make guardians attack eve

26 Replies 23,877 Views

[quote who="LNQ" reply="18" id="3209314"]I'm not a fan of having a too complicated system. I would just like to have lairs having a ZOC and function as minor wildlands that you have to clear to settle in that ground, and maybe group a few lairs together.[/quote] Pretty much. Although you could make it informal so that you simply can't place ZoC over monster lairs or even on tiles beside a monster lair. So if you want the resources you have to beat the lair. The whole system wh

22 Replies 24,827 Views

[quote who="joasoze" reply="12" id="3209033"]Make the AI NOT settle near the big monsters to trigger them then, or change the trigger. Dont stop wandering monsters. We are supposed to be in peril. This is not a game where the monsters are lined up and waiting for you to take them one at a time (I hope)[/quote] [quote who="seanw3" reply="20" id="3209193"]I think one thing that might help the game is an easier easy setting. People may have forgotten, but the meaning of easy is to play w

34 Replies 21,519 Views

Medium because it feels right. It is just the right size to allow you too fight multiple opponents and reach end game tech. Larger then that and it is just extra space to mop up. You can get large empires but nothing ridiculous like 50 cities. At max I want around a dozen, more is just annoying micro.

70 Replies 39,048 Views

The real problem here is not how tough monsters are but how random the actions of the monsters in game appear to be to players. I find the world to have already been nerfed into oblivion now. Except dragons I usually just kill every monster and lair in the game with a single champion. The militias in towns can easily deal with 99% percent of wandering monsters. So you never have to garrison towns against monsters .Umberdroths and freed lair guardians being the only exception and garrisoning a

31 Replies 96,542 Views
Reply to [.95] The AI in FE Beta

[quote who="Dorkopotamis" reply="5" id="3208370"]I'd also like to suggest a change into how might is calculated. Maybe if a particular force continues winning against stronger rated forces, its own might rating could increase?[/quote] This is a real issue as well. I routinely destroy armies with much higher threat ratings then me even without magic use. Obviously the whole threat ratings thing needs tweaked. Sometimes it is obvious to me that my army is much tougher even though it

10 Replies 3,020 Views

This thread is dedicated to improving the FE AI. While the AI is actually fairly intelligent and challenging it still has more then a few quirks. If these quirks are removed then I believe that most players will have a very hard time dealing with high level AIs. Here is a list of known faults with the AI. Strategic -AI still occasionally lea

10 Replies 3,020 Views

I just finished a long game. I had lots of fun but I couldn't actually win due to a repeating crash. Definitely an Excellent in my books although there are tons of bugs, AI issues, and balance issues left. With the Economic system in place the game has finally come together.

196 Replies 716,668 Views

-My troops with hammers when upgraded got winged spears. -Burning Wraiths continuously attack until the opponent dies so they can kill anything in 1 turn. -Monster resources produce endless amounts of monsters.My one city filled up with darklings and then overflowed. -The Forge of the Overlord costs Influence in the xml instead of DiplomaticCapital so it is unbuildable. -My level 2 conclave was still called a village.

3 Replies 1,546 Views

[quote who="ben_sphynx" reply="5" id="3207095"]When installing the patch update, after installation, I get the error: The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail. Any clues? (And I would need direction to find an application event log). Downloading the larger installer instead, hoping for a better

29 Replies 61,863 Views

[quote who="GFireflyE" reply="110" id="3206398"]The tactical 'mods' that I was thinking of, I think, are along your lines of being tactical your recommended obstacles.[/quote] My vision is in line with yours however I think it's only really feasible for the tile you are directly on to decide your tactical map. If your on a forest tile then you fight on a forest map. Same deal with river, swamp, hill, road, and desert tiles. Same as currently really except with river and ro

122 Replies 265,533 Views

I prefer to read physical books. I find it easier on the eyes, like to decorate with bookshelves, like to read in the bath, and I don't have a great record when it comes to long term data storage.

38 Replies 82,793 Views

[quote who="OrionM42" reply="96" id="3206101"] However well meaning we may be, we are not the purchasers who are going to make or break E:FE ... let alone turn it into an overwhelming success. [/quote] Or indeed purchase it at all since for the most part we probably got it for free or have already pre-ordered it. So you could say that in order to be successful FE has to directly appeal to people who are specifically not us.

122 Replies 265,533 Views

I'm also of the opinion that while I think terrain bonuses would add a lot the most important thing is the AI. If the AI will have trouble with it then there is no point. I would much rather have a good tactical AI. A Feature is pointless unless the AI can use it well. That said I think mud and hill tiles that slow units and defensive tiles would be awesome.

122 Replies 265,533 Views

[quote who="Trojasmic" reply="43" id="3205320"]In other words, if the human waits until the AI is in range and the AI waits until the human is in range then no one will move and the battle will stall.[/quote] Your forgetting that different units have different movement rates. There is no reason to run a unit with higher movement like a wolf into the attack zone of a bunch low movement units. If all the units have the same attack speed then it's obviously more complicated however a

122 Replies 265,533 Views

[quote who="Jean-A-Luc" reply="34" id="3205139"]What I meant is that FB purposely took the faster rout to keep the video shorter and to the point. Of course he knows he could've kept the wolf (almost) unhurt.[/quote] Except he has done similar stuff in every video he has posted, the AI did the same thing in the video, and the AI does the same thing in the current version. Plenty of evidence to support the theory that he did not just fool around to make the video shorter.

122 Replies 265,533 Views

I agree with pretty much everything you have said here. Higher levels of world difficulty should have respawning monster lairs, and lairs that level over time better. Teleporting is the devil.

9 Replies 8,475 Views

[quote who="StevenAus" reply="5" id="3204811"]Yeah, especially with squishy but high damage units like wolves. You might want to tweak the auto-AI code for that too (but it would probably still be a good idea for fights against Monsters and Ruffians to have them advance maximum number of spaces even though the human's auto-AI-controlled units wouldn't).[/quote] There is not a lot of strategy in tactical combat right now but what exists is totally ignored by the AI. If you have

122 Replies 265,533 Views

[quote who="Kongdej" reply="13" id="3204502"]really like the forest-thing on the cloth map, hope you guys havent given up on upgrading the landscape graphics discussed in an old post, seen alot of nice new stuff around and cant wait to see more[/quote] Thirded.

29 Replies 143,726 Views