Ya the AI has a bunch of weird bugs, hopefully they get fixed soon. [quote who="stevty2889" reply="1" id="2992650"]AI unit size with expensive equipment is at minimum. [/quote] This probably has to do with a metal shortage.
DsRaider
The problem is that loaded games will always use your old Xml files. You can't change them for a game in progress. Sorry but to use the cloak you will have to restart.
In impulse open the menu and check show pre-release versions.
No there is no plan for a WoM demo anymore. The game was never polished enough and every update has made huge changes to the game mechanics. Maybe for FE.
1) I do believe that this has been confirmed for FE. 2) Agreed, plus caravans should regenerate normally after say 5 turns. 3) I agree this could add more depth because automatic upgrades are more limited, but it really depends on how city building is done in FE. I would like to see Luxury Resources or Trade Goods . Click the link for my post on the topic. Just the addition of some resources that boost all the trade
HoMMVI: The combat system was fossilized when IV came out. I have no intention of playing a game where blobbing is the only viable strategy on both a strategic and tactical level. This is a series that needs a serious injection of innovation, not just another graphic update or pack of cheap gimmicks. DragonCommander: Only very marginally a TBS game and definitely not 4X. On the the strategic level several Command and Conquer campaigns were TBS if you interpret it loosely. MoaB
[quote who="AlLanMandragoran" reply="92" id="2991639"]We just need to realize what is doable and not doable since Brad is the only resource.[/quote] But Brad has always been the only AI guy. [e digicons]o_O[/e] Also I Imagine that most the work on the AI here will be brought over to FE as well, and work on the FE AI back-ported probably as well eventually. About how to make the AIs work better together I suggest three concrete, very specific, and
I like where your going with this but I think one competent AI that adepts to the situation is a better idea. The sole exception being victory conditions, different AIs should go after different conditions. Like Magic, Conquest, Military, Diplomatic, or Quest. What is a standard AI anyway?
[quote who="Das123" reply="89" id="2991577"]A big 'enjoyment' issue has always been that you only ever need one stack to conquer the world. It makes the game really boring really quickly - and even with all the great changes for the game this version is addressing, this problem is still with us. The AI sits patiently is his cities with their forces all nicely distributed while you just roll through with your mega stack. Keeping a single unit or two in your cities is all you need to pr
It has been mentioned in the Disappointing GamesCon thread already. Although a dedicated thread about them wouldn't hurt. There is also Masters of a Broken World , and don't forget Heroes VI will be out before too long. Derek's gotta step it up. <img src="http://web.stardock.net/images/smiles/themes/digicons/Cu
[quote who="Esprito" reply="17" id="2991487"]Updated to 1.39. Now I have to be online to start the game because if not I get an error "Data Filed could not loaded" and program ends itself after clicking on "OK". Is that normal? And in addition I still have the same issue. Even after I have installed it again: If I use a modified ElementalDefs.xml in my mod folder than I get no tax income and I have to pay no wages.[/quote] Yes it's normal, betas are online so that they
Some more bugs: AI massing monuments(ie dozens), even though city level pretty fast naturally. AI is building all his houses in his capital and very rarely building any in his other cities. You can still build unlimited Libraries, loreshops, master archivists, embassies, and monuments. AI building granaries in places with no food. AI building a lot of small towns beside say a single mine. No the smartest way to play because of food lim
The Good: A lot of small things are coming together. These little things used to drive me nuts and really detract from the game, but now they are fixed. The economy and the balance between improvements and natural resources is one thing. You don't need natural resources but they are helpful. Food is the exception unfortunately. The increased importance of materials is another thing. 4 strong groups forces you to build more then 2 or 3 workshops.</p
I'm getting a issue where the AI is not building huts. Ill keep playing and see if they still do it, and if it effects Empire. Edit: They seem to want to only build houses in their capital. Their other cities aren't being developed properly. Edit2: After quite a long time they are know building huts outside the capital, but it took like 50 turns.
[quote who="Frogboy" reply="4" id="2990589"]Awesome. I'm feeling pretty good about the new beta that should be live for you guys tomorrow.[/quote] ...and that was yesterday.
OMG the devs released new information in this thread! Quick everyone get really really wasted, grab your elemental boxes, log on to your computers and.... [e digicons]:beer:[/e]
ElementalDefs does act very weird sometimes. I just finished a QuickFix mod that alters the prestige mechanic that was working for me, but who knows if that means it would work for you or anyone else the same. I know that when I tried to just include the lines for prestige and deleted the rest my caravan multipliers were like 277%! So I went back and included all the other lines as is, and that seemed to work. Edit: My Elem
[quote who="Gwenio1" reply="66" id="2990553"]Better would be to have one type of tile for all basic mounts, and have each faction build the appropriate building on it.[/quote] I made a mod that does exactly that. Which you can find here . Of course having an official change would be better. I also find it weird that wolves and horses are exactly the same, wolves should be a more advanced mount. There is no reason Elemental c
[quote who="BlackRainZ" reply="64" id="2990246"]Frogboy, I know this is not a major concern, but can you do something with ships, please? Can you at least get the AI to use them? I really enjoy playing super large maps with continents and it sucks that the AI is unable to move over water.[/quote] This is probably more of a FE thing then something we can hope to see in WoM anytime soon. Frogboy I remember that a while back some new players were complaining that the lowest difficu
A small bug was corrected. Forget to disable the old starter kingdom special improvements. ie Inns and markets were displaying twice.
This mod just corrects some of the bugs in 1.3 and makes some balance changes, with the goal of making it playable in order to bide time until 1,4 and FE come out. Change List: -Removes Unlimited Improvement limits -Removes Pariden Food Bonus -Minimum prestige multiplier is now 0.4 -Weapon DMG and tier DMG growth reduced. -Archery Nerfed -Base Unit Health +1 -Some sm
[quote]I was slowly killing myself (and my senior staff who did the same thing)[/quote] Prolongated murder suicide eh? But in all seriousness don't let us posters ruin your new less demanding lifestyle with all our crazy requests and never ending whinning!
It wasn't a bad idea it was just horribly implemented.
[quote who="Sethai" reply="59" id="2990017"] Giving tactical casters a separate pool or allowance not only has a complicating effect, but it opens the door to a lot of ridiculous situations. For example, we currently have spells that can heal and do direct damage that are castable on both tactical and strategic maps. If you give casters separate tactical mana pools, you’ll end up with people wanting to fight tactical battles just so they can cast a healing spell for free, instead of pay
The amazing art actually makes me feel both good and bad, because modded spells will have a hard time competing. LOL