DsRaider

DsRaider

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

[quote who="Alstein" reply="28" id="3469286"]Feral Mount- mounted units lose 50% att/def/movement[/quote] I like this idea but why not have them actually lose control of the unit for a few turns. [quote who="Edwin99" reply="25" id="3469229"]Freeze Metal (Water - Level 2) - Unit wearing metal armor suffer damage from contact with cold metal. Does not affect units wearing leather armor.[/quote] Also a cool idea. For simplicity sake it could just do extra damage based on the targ

75 Replies 236,106 Views

[quote]Defensive Stance - all units gain +3 defense for 1 round[/quote] Seems like a much worse version of Hold the Line and Gift of Iron. [quote]Mirror Image - target enemy unit is duplicated on your side (unless it resists)[/quote] Cool. A clone version where you create a copy of yourself would be cool as well. [quote]Brainwash - target enemy unit changes side for 1 round (unless it resists)[/quote] Love it. [quote]Dazzle - target enemy unit h

75 Replies 236,106 Views

[quote who="Murteas" reply="29" id="3468893"]I notice that my tactical battles are freezing a lot due to the archer towers. Basically anyone who attacks an archer tower during a city battle has a chance to have their turn either frozen or slowed down to a crawl. Anyone else seeing this? Can I take out just the towers to see if that makes a difference?[/quote] I haven't seen this but I have only attacked one or two cities. It wouldn't surprise me if there was an issue. To remov

39 Replies 173,382 Views

[quote who="SwordOfJustice1" reply="48" id="3468849"]No replacement for the random name generator? Nothing to make the new DLC leaders and factions have correct names when used in the game? Really?[/quote] This isn't the changelog for 1.7. This is just the stuff Frogboy is working on. There is no reason bug fixes would be included in this list which is about the programming time he got to improve the AI and some game mechanics. More people then Frogboy are working on 1.

211 Replies 576,324 Views

Got some progress on the next update done. So far it will add new champions, adrenaline, improved AI, many more it designs, and some large changes to Undead. Will probably be released after 1.7 comes out. Adrenaline Ever think that tactical combat could use more abilities or that melee champions could use more options? Well you're in luck. Now every very time a champion attack

39 Replies 173,382 Views

[quote who="Gorde" reply="45" id="3468240"]Yes, I seek out and mine crystal and use the boosts. My first units built always have the boots, haste, and the belt (and later, the +2 amulet), and benefit from the air magic city buff (when possible). Why shouldn't the AI do these things? Don't get me wrong, your builds are superior and sufficient early on (and in combination with the Expert level "free" buffs they get, they can be scary); but endgame units with that 16-18 initiative will n

81 Replies 299,031 Views

[quote] Update mana/maintcosts/research balance/hero generation[/quote] On this topic I think Meditation is too good. I always get all my mana from it and never bother upgrading my shards. Once you have a few cities with 2-3 essence you get all the mana you need. Putting it down to +1 mana instead of +1 per essence would work.

211 Replies 576,324 Views

[quote who="abob101" reply="19" id="3468189"]Can you *please* try and keep this generic enough that it works for other terrain spells (Corruption etc) including modded ones.[/quote] I would love to see this but I don't think it will happen. The spells are just way to different, they really haven nothing in common. Arcane Monolith, Corruption, and Bloom of Twilight all target very different things.

211 Replies 576,324 Views

A lot of very cool stuff here. Just amazing. I will be very impressed if you get it all done. [quote]Unrest causes bandits to spawn[/quote] This would blow my mind. 2 little things though. It would be great if it scaled and the bandits got tougher over time, and if it was moddable. So modders could change the units that spawn. [quote]Have AI update outposts, Better army management, Pariden use Arcane monoliths,[/quote] I have said this before but it's not s

211 Replies 576,324 Views

[quote who="abob101" reply="26" id="3467403"]Oh my bad I actually meant Corruption (not Consume). But yeah ideally it would use both depending on AIPriority... that's the real point, would be good for the AI to use all the terrain target spells.[/quote] For those two spells I don't think AI priority would cut it. You would need some IsWorthy calculations. Since they both target friendly shards I imagine getting one to work would fix the other as well, although they use slightl

38 Replies 89,890 Views

[quote who="Gorde" reply="43" id="3467439"]Unlike what some misguided people claim, it has nothing to do with AI's inability to handle magic--it really is an optimization problem in other areas (areas that the GalCiv2 AI handles beautifully). The only magic I used in this test game were city buffs and Arcane Monolith (I dislike using pioneers for outposts); the rest was simple exploration, exploitation, pushing research, and then ramming it down the throat of any near AI that declared war

81 Replies 299,031 Views

[quote who="abob101" reply="17" id="3466817"]I think Consume might be another one, fairly sure the AI doesn't use that. If that's the case that's another great example of a faction missing out on a key part of their strategy.[/quote] I would leave consume alone. An AI could really screw themselves over with that. Maybe Corruption as you could have the AI corrupt only shards it has doubles of already or something. Arcane Monolith would be great to see as well. You would thi

38 Replies 89,890 Views

So I have finished the Hashaini Champions. They use a lot of Hashaini items and some of them have unique abilities. Eroakhil: Lv.1. A thug with Strength and Light Footed. Gaoryt: Lv.3. An Assassin with dual daggers. Teirea The Magician: Lv.5. A Mage that gets a boost to dodge and spell resistance the turn she casts a spell. Krag The Blooded: Lv.7. A Half Ogre Defender. Erahissae The Shadow Thief: Lv.9. An Assassin with the Steal Shadow ability which dea

39 Replies 173,382 Views

Also Frogboy you already mentioned in another thread you will be looking at pathfinding so here are some examples of really bad AI pathfinding. I constantly see it do very weird and suicidal things. Like sending a lone group of archers through my territory, and removing a single troop from a city under siege and sitting it next to the enemies entire army. Try this experiment, when the AI sends an army after you park a larger one right in front of it. They will stop and politely wait for

38 Replies 89,890 Views

[quote who="Glazunov1" reply="32" id="3466324"]To the second: I'd suggest that if someone wants to make magic very powerful in their game and choose to play the leading magic-using ruler, what's wrong with that? It's their game. Leave them the option. It wouldn't be your choice, and it wouldn't be mine, but that doesn't mean they shouldn't have the option to play a game balanced in their favor, in any respect. Or against them, as well. When you (or anybody) starts

49 Replies 220,099 Views

Sorry for the long post. I have played quite a few games and analyzed the AI in order to make my AI+ mod . The main problem facing the AI is simply that the stacks it builds aren't a threat to a player's. I hardly play to win and usually I can get a stack of units out that will easily chew through 3-4 AI stacks in a row. I use barely any magic and use just basic troops, usually without mounts. No tricks at all. The reasons

38 Replies 89,890 Views

The problem with magic in LH isn't that magic is balanced it is that the AI can't use half of it. Magic has to be balanced to be fun. How does for instance making firebolt free and do infinite damage make the game more fun? Oh I know lets make enchanted hammers do nothing at all, that sounds fun. The seriously OP spells are what ruin fun. Like airwalk used to be. The game wasn't fun when I could basically teleport around to destroy a player and defend my cities with a sing

49 Replies 220,099 Views

Did you download the right version of BMB, the one that says it is compatible? It seems like it should work to me. Also if you like this check out my compilation called Blood & Mana . It includes this and a ton of other cool stuff.

53 Replies 203,281 Views

Personally I think LH really suffers from a lack of balance. Especially when it comes to scaling and PvE. Things that aren't balanced properly are usually too easy, simple, and uninteresting with a lack of diversity.

49 Replies 220,099 Views

[quote who="jutetrea" reply="6" id="3465829"]+3 from a lowly dagger +1 from soldiers boots +2 first turn from basic horse (other mounts have other effects) +1 for belt of speed for 1 crystal +2 via 'fast' trait[/quote] The AI can use these if you give it good unit designs. It's the other stuff that's the problem, like enchantments and improvements. I can mod in unit designs and tell the AI to build certain improvements or enc

7 Replies 20,880 Views

[quote who="NaytchSG" reply="24" id="3465677"]Now that City Spires is part of Blood and Mana it works fine for me, so PEBKAM on my end. Great mod, and I am running davrovona's Paladin mod and BMB and it all works great together. (w/o leader pack dlc). [/quote] Good to know.

39 Replies 173,382 Views