how are ais behaving in your game? it seems to me that with stronger monsters ai cheat too much, killing free everything and i often find ai 5 6levels above me thats not a big deal ofc but still it bothers me
ddd888
[quote who="seanw3" reply="17" id="3240395"]As long as the enemy factions and the monster factions move simultaneously, they will never attack each other. The only way a monster ever attacks an enemy faction is when one of them doesn't move. [/quote] because one run and the other chase? tbh i saw ai and monsters in the same tile, i saw them moving both and saw them standing both (in the same tile for n turns) this could expl
the point is i dont use mana in combat with warriors but i use enchants enchants are so op... so i have everything full enchanted but ofc i keep 2 3 mana per turn in excess if nothing happens for some dozen turns then i have 100 200 mana to spend, maybe on new enchants if i need them, if not and i need a champion money is a good choice, anyway that mana is just an emergency pool
i just noticed that i had the type on the trait giving this spell set to "spell" is it for ai choices only or it has some purpose ?
[quote who="harmonius_" reply="3" id="3240151"] If you are playing mainly warriors you don't need to build improvements on shards.[/quote] why is that? after a bit the tech cost like 1 turn to research and improvements couple turns to build surely i dont prioritize them but when they its cheap why not?
still there is a problem if they get closer unit a lair near an enemy city HAVE TO attack them i mean random roll may miss nearly always but if their priority is the nearest eventually once the roll will say "attack" and the nearest is still the same what i still see is the nearest NEVER attacked while the monster goes towards other stuff (or maybe i got wrong what the behaviour should be)
because you made early monsters more aggressive?
yeah its a great idea, a governor specialization that buff defenders and city militia. great idea and probably easy to implement stil the general governor need a way to gain exp apart from attacks, like some sort of passive and building and stuff like that
they are like ants at my eyes, i just use and throw them away when im done :P
i had once the area not touched and anohter removed like 4 5 tiles i think, but some left
i still think they shouldnt be attackable at all i get all my games empty world of champions and now we know this is another issue caused by autoresolve probably (well champions in general arent that strong so maybe they could die anyway) so ai clear all the world most of the times b4 i have the tech AND the money to recruit them dunno there are things still bothering me
[quote who="Frogboy" reply="11" id="3240271"]The monsters don't treat AI units any differently from your units. I know it sucks when you get killed by a monster but the AI gets killed plenty as well just like there are times where your pioneer will walk safely by a monster. They are not picking on the human. If you saw the code you'd laugh. There's not a lot to it. A couple random rolls and a get closest enemy unit. Unless I put in code
well its not a moddability bug, its a normal game stat, there are tons of items in game that adds different specific dmg... anyway where should i have posted this? modding forum?
[quote who="Supreme Shogun" reply="6" id="3240085"]which means inflated xp values that people didn't earn and champs/ Sovs are way higher level than they should be ?[/quote] yes exactly, there is another problem here but its minor combat ratings arent all balanced, so some monsters are seen as way weaker than they really are ai shouldnt even try to attack a dark wizard in the first place, this is another issue but its easy to fix
why spear slave, i just use slaves to sacrifice them [e digicons];P[/e]
you get wierd results when adding a specific dmg to your unit (in this case piercing dmg) [img]http://i.imgur.com/TShte.jpg[/img] [img]http://i.imgur.com/dFuo1.jpg[/img] like you see if i add it to a dagger (cutting dmg) i get +5 instead of +1 [img]http://i.imgur.com/CIKYs.jpg[/img] when adding it to a bow (the correspective dmg) i get the right +1 </
[quote who="Heavenfall" reply="6" id="3240213"]I really think the direction of recruited monsters need to be altered. Recruited monsters should not be automatically spawned up to limit X like they do now. Having a limit is fine, but automatic spawning is not. The player should continuously be spending influence to recruit monsters, production to actually make them, and gildar to keep them paid. These "monster lair improvements" should also be upgradeable as you progress in the game
the one for players should have a cast time and more balanced cooldow as for dmg the problem is traits are op, warlock evoker and path of the mage give too strong bonus, this was true even b4 coal stones
mining-administration-costruction then here sometimes i make changes if i play a heavy magic based sov i take shard harvest if im going with some warrior and i didnt get many drops early i might take leatherworking to pimp up my champions if i spot a very good lvl 5 champions i go to take it (but its very rare since most of them sux) then i get 3 4 more civics tech, and then i start warfare for mounts and archery
well the problem is lairs come in weaker shape at start so if they are too easy to get it would be another huge rng not only CTRL N for shards then we would CTRL N to have a troll lair close maybe there should be tiers of lair like 4 tech one following the other providing different tiers for the same lair also bigger lairs would require the later techs only so recruiting 1 normal troll, normal ogres recruiting 2 troll warri
well someway i like the some of the actual system features, like different bonuses following tech etc what is wrong right now is the balance as usual between bonuses also i m still unsure of what should be outpost role in the game... defendable or not? hard to decide
well it could help in the situations where you are playing mainly warriors so dont use much mana but randomly you get to have many shards or maybe you want to hire a lvl 9 champion and desperately ned a bit more money
[quote who="CdrRogdan" reply="44" id="3240044"] I suppose you could use a horse and wear a belt of precognition and be practically immune to range attacks but that doesn't mean it isn't too low. Right at the start of the game you can train a unit with 30hp (more if you aren't using amarians). Compare that to 13 levels of advancement and you get a picture of why the current hp design is silly. The biggest reason for nerfing champion hp was that they got too powerful too fast,
its a monster skill and granted by a staff that can drop but its set only as uncommon so its quite easy to get early game dunno if its a prize for some quest too
welll if you just REPLACE techs with other ai will just pick the better ones :D but yeah you are right that ai still might pick them in random order like it does with equip and traits for all this there is only 1 solution: premade templates for ai developing (also easy and great way to let modders add content that is ai compatible :D ) https://forums.elementalgame.com/432736 we need this impro