<img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOocAAcAAAgMAAAAPgAAAAAc6gAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Nick-Danger
[quote who="Tilarium" reply="68" id="3305330"]... Also, can anyone share how to make the change on my own?[/quote]Ragnin posted how to modify minimum city distance in the "[eMod] Larger Random Maps_v1_1" thread. I've been using 7 for xxlarge maps (that means there's 6 squares between cities, not inclusive). If you can't find Ragnin's post, or are having trouble with the modification, post here again and I'll walk you thru it.
I'd like to see it possible for a 'one city challenge'. From the beginning of WoM many thought that there should be an alternative to city spamming. Early on in WoM (my memory may be somewhat faulty here, my apologies for any mistakes) our sovs started with a set amount of essence, it cost essence to found a city (cities not in our existing territory anyways), essence was needed to give champions the ability to cast spells, and unspent essence would power spells.
So far on my 1.19 frog AI improvement game (xxlarge lush, Heavenfall's mod with 7 AI, dense magic/resources, world and all AI set to ridiculous) -- noticeable improvement. AI is attacking more often, with more stacks, and going after mob lairs and unguarded loot. I've had to make 2 basic changes: -I used to not recruit many troops from the start, instead I concentrated on infrastructure (same settings as above). Now I have to recruit a number of troops very e
Thanks Frog! I applied the 'patch' to my existing game (xxlarge lush world from ecomental, Heavenfall's mod 7 AI, everything set to ridiculous, my custom sov), which was at turn 178. Turnset time was about the same for the few turns I played, but it seemed the in-turn unit movements, cursor movements, etc. were a bit 'jerky'. System is I7 920, GeForce gtx 260, win7 64bit, 6gb ram, raptor HD -- almost 4 years old. I figure jumping into the middle
[quote who="Glazunov1" reply="1010" id="3302163"]...Check out the Master of Mana mod, if you're still into Civ IV. Takes over from where FFH2 left off--all that wonderful lore--and the computer AI knows beter this time what to build, and when. A real challenge, even on lower difficulty levels.[/quote]I am unfamiliar with that Civ4 mod, so I'll check it out. Thanks! [e digicons]k1[/e]
[quote who="Frogboy" reply="60" id="3301965"]...Sometimes, the AI doesn't guard its cities well, especially on big maps and late game when units move fast because it thinks that that city is "safe". On smaller maps, it does a better job guessing where units might be.[/quote]Perhaps this is where a 'good cheat' can come in -- give the AI a break on garrisoned unit upkeep costs so it builds then garrisons more units in their cities, so AIs don't need to monitor when/where
[quote who="dihir" reply="52" id="3301889"] Quoting Nick-Danger, reply 51 Wouldn't 'distance between cities/armies' only come into play for units deemed by the AI 'surplus beyond required city defense'? I do not understand this reasoning at all. I often find myself moving defenses between cities, when they are threatened. And, in my opinion, the logic needed to emulate this behavior and generally to estimate how many defenses are
FE is much much better, worth a buy, especially at steams price of what -- $27? As for specific differences, it's been too long since I played beta WoM. Certain things are much changed (essence, no dynasties, no attacking armies of pioneers, much more stable, etc.). Best I can say is that if you like WoM you'll more than likely love FE. Sorry I can't be more specific for ya.
[quote who="dihir" reply="50" id="3301867"] Quoting Nick-Danger, reply 40 Other problems don't seem to be affected by map size tho, such as the AI not having decent defensive troops in their cities while they have stacks outside cities wandering around, or not trying to retake undefended cities deep into their empire, or not using mid-level spells like tremor/freeze to slow player attacking armies. I think that this would also be affected by map size
[quote who="MysticMJ" reply="44" id="3301832"]I dont like when the computer cheats... [/quote]I think most people think there's 'unfair' cheating, and 'fair' cheating. For example, having the AI instantly create full, tricked out armies and having them instantly appear to deter your well-planned and executed attack is 'unfair' cheating. Or having destroyed armies/units keep re-appearing. Giving the AI an adaptive multipliers to production/reso
[quote who="Xan" reply="42" id="3301827"] My dozen-and-counting games have been on large (the first ~third) and xxlarge maps (most of the last dozen) -- Ecomental mod -- and expert and ridiculous difficulty settings (game world and AI were both set the same). (City spacing set to 7 squares) Wait a second. So you are complainig that the AI didn't play as well on your modded game? How is that a remotely fair criticism? My god, have any of you ever played the Fall
[quote who="Arzon" reply="41" id="3301826"]It's a shame that some people won't acknowledge how much better the AI has already is in 1.1 over when it first came out. I see complaints about the AI that were specifically addressed in the release notes in 1.1. I never see AI cities left weakly defended anymore, for instance. If you want to complain about the AI then at least make sure you're actually playing the current games. It stinks of bellyaching to the point of sound
[quote who="Heavenfall" reply="1001" id="3301644"]They should! Really glad SOMEONE is playing without running into very nasty bugs! [/quote]I just checked, my first game using your mod (plus ecomental for a lush xxlarge map), using my custom sov and 7 of your factions, made it to season 255 before I moved on to my current game. No serious bugs/issues, and I can't think of even an 'unserious' bug/issue. Good balance amongst the factions, the AI even attacke
[quote who="dihir" reply="39" id="3301784"]It's probably the case that the AI is currently optimized for the default settings, and just cannot deal with large maps?[/quote]I think you're on to something here. Frog asked elsewhere what size map to tune the AI for, and he's also mentioned his AI suffers from pathing problems. A smaller map puts the AI closer to their targets, and gives pathing less opportunity to screw up/delay coordination. It might also be that
Been playing with this mod the past 2 games, very very nicely done! Well thought out, good balance, great graphics -- very professional. They (or someone in the field) should hire you! [e digicons]k1[/e]
[quote who="FredZeppelin" reply="32" id="3301596"]While I agree with some of the criticisms here, it does seem that I'm playing a different game than many of you. I've only played one full campaign and one half campaign (both on Normal) but I've seen the AI do many of the things you guys say you aren't seeing. Quoting Nick-Danger, reply 27...[/quote] Consider yourself lucky I suppose :) What size world are you playing on?
FE is a great game, but its AI is horrible. I don't expect genius AI, but currently the AI's shortcomings include (from playing at least a dozen games, 2/3 on expert and 1/3 on ridiculous, well over 200 turns each game): -declare war on me without having an attack stack anywhere near me in 11 of 12 games -declare war on me and never sending an attack stack in 11 of 12 games -declare war on me and not have defenders in their nearby cities in >9 of 10 ci
[quote who="Nibelung44" reply="63" id="3292312"]Has anyone managed to complete a game on a XL or XXL map? I mean passing turn 200+ ?[/quote]The game I'm just forgoing is on turn 178 (standard speed, xxlarge lush map, win7 64bit). Got ~85% of the map explored and in mid-game. Had absolutely no problems with the map or game (other than expert difficulty is ridiculously easy so starting anew on ridiculous difficulty, hoping the AI provides some challenge).
Good AI is especially important as we have no MP, so with that in mind some observations. Note I've been playing XXLarge maps, a custom Sov,, 6 foes (so big, empty maps, and long games), and Win7 G4-bit with a decent computer. [Edit -- half the games were expert, half ridiculous difficulty] -some AI Sov units stop moving. A few of them will eventually move (5-10 turns later), some have been sitting still for 50+ turns. There doesn't appear to be any reason fo
Thank you Derek and all the others on the team for your quick fixes and for all the improvements you all have been making (and continue to make) to the game. Salute!
I'm using this map mod in my current game and it's working great. Very nice mod. Nicely done Sir! [e digicons]k1[/e] And for those still trying to figure out how to modify minimum city placement distance, Ragnin posted the solution in the "[eMod] Larger Random Maps_v1_1" thread.
[quote who="Frogboy" reply="28" id="3291573"] Quoting PocusFr, reply 26+1 on Nick-Danger post. The pathfinding from cities to cities is terrible, and I think everyone, Brad included, suffered from it at least once. Quite often, the unit will pop up in the wrong square and travel extra days to reach the 2nd city whereas a path existed which allowed a 1 turn move. Anyway, thanks for the hard work on the AI. I've complained about this quite a bit myself. At l
Another example of pathfinding problems. Figure 1: <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOocAAcAAAgMAAAAPgAAAAAc6gAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Pathfinding needs work too. For example: <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD/4RDoRXhpZgAATU0AKgAAAAgABAE7AAIAAAAKAAAISodpAAQAAAABAAAIVJydAAEAAAAUAAAQzOocAAcAAAgMAAAAPgAAAAAc6gAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA