[quote] Is there more unit diversity, perhaps link to racial choice in some way?[/quote] Very little. They added some mildly interesting units and equipment options specific to certain races, but most of that is either not very useful or only useful near the beginning or middle of the game, late game there is still a best armor and best weapons used by all the races. There is some other racial diversity that's a little more exciting related to spells or city improvements, but
Sanati
Keep in mind it's only looking at the main city tile and not improvements. If you snake a city out you can literally build another city touching the first, though I'm pretty sure you wont be able to build any improvements in it because there's a second check related to minimum improvement distance between cities, which is 4. That one does check against city improvements (last I checked), so it's pretty easy to drop a city you can't build anything in.
No the AI doesn't upgrade outposts. No I haven't seen an AI unit on a warg, and I know there are default units that should ride them like the Wraith "Tide of Teeth." Wondering if the AI "upgrades" them to horses or something. I've never really thought about (or noticed) this one until now. I've also never seen an AI using one of my unit designs. I've made a lot of them, from early game to late game, I have never seen one in the hands of the AI, not since be
Been playing a lot of 1.12 and the only crash I've seen is caused by the memory leak related to saving and loading or using Ctrl-N. The game doesn't clear properly when you load a save or create a new map from within a game, and if you do it enough times the game will bog down and eventually crash. If you are reloading a lot, just remember to quit and restart the game every once in a while, how often probably depends on your machine. The bugs and missing features though, ya th
Ya, I just reported it the other day. I couldn't figure out what was causing it. One of my custom sovs leading Resoln was the one being replaced by Altar (led by Marken in my case), but there was nothing I could find wrong with that custom sov and I could play as them just fine. I had also played against them several times before without issue. This happened all of the sudden two games in a row, I just ended up deleting that sov more because my list was getting too long but I have
I believe that the issue was misunderstood. I think it was assumed they meant dead defenders weren't respawning for multiple attacks in one round, not that completely unharmed defenders vanish after the first attack. I really can't believe the later is intended, it allows players to completely bypass a city's defenses by simply summoning a cheap unit and sending them in alone first to die, then the real army can march in and only face the 1 or 2 units the AI left in the city. That
I've never used the HW mouse. To explain it in more detail, the mouse itself is rock steady on the screen, it's just when you are highlighting these specific tiles that the targeting square underneath becomes fickle. It's like there's something wrong with the elevation of those tiles, what the targeting square is being told isn't matching what is displayed, we see a series of smooth hills but it's like trying to target in-between steep jagged peaks. Sometimes you have
Probably Experienced as well. I saw a bug report about this from a year ago, so I'm assuming it's been broken all this time.
I don't think that is down to luck either. I think the AI is smart enough to know when it has no chance of taking a target and wont send any stacks at it. It's not smart enough to factor that into it's decision to declare war. So it thinks "I have 100 of these really weak units that adds up to 1000 power, they have 5 really strong units that add up to 500 power, I'm much stronger than them so time for war." Then it does a separate check where it realizes it's best stack ha
I'm guessing we are going to have to wait for gaming site X to reveal the expansion before we get any news here, followed by said dev journals.
It's not random at all actually. The problem is that the AI accrues a stacking negative diplomacy hit for having a stronger army than you. There's 3 separate hits for having a stronger military, for -1, -2 and -4, they stack, plus there's an additional -1 to -3 hit that stacks on top of that for basically the same thing ("You are weak"). Then there's a blanket modifier based on game stage, starts as +1 ("We're still settling.") and shifts to a -5 late game ("It is time to
[quote who="Frogboy" reply="64" id="3308130"]I've never seen that issue (mouse pointer line up) Could you describe how you have your video resolution for the game set up? Do you play in a window, do you have the taskbar at the bottom of the screen? I'm wondering if there is some setup that would cause that. What happens if you turn on the hardware mouse cursor?[/quote] This is what I was talking about in my number 3. It usually happens these d
Starting to get a tad annoying. Save scumming is when you circumvent normal save/load rules to gain an advantage in a normally competitive or skill-based game. The term originated in games like Rogue and Nethack and referred to the avoidance of perma-death by backing up your savefile and restoring it after you die (it's normally deleted by the game). It's a form of cheating, which is why it's obviously derogatory. Using the normal save and reload system provided by a game is not "
I've been trying them against every monster I can find, it's both not preventing anything I can find from entering it's border or preventing anything from destroying improvements in that border. The xml still lacks any gamemodifier for them. Placeholders are fine in beta, but it's not beta anymore, these should have been removed by now, or made to work.
"My Lord, thanks to the progress of technology, units across the world can now equip 4 accessories instead of 3!" Uh units can use 4 accessories from the start. This even sets the value to 4, it doesn't add 1, so it currently does nothing.
I assumed this was related to the AI deciding to declare war on me before I issued the NAP with the wonky way the game handles AI turns, but they actually just always ignore NAPs and Tribute treaties and will declare war on you whenever they want.
I think it's relevant and I see a way to make it work. Basically everyone could start in a bubble big enough to hold maybe 3-4 cities, everywhere else on the map could be something like a giant wildland that can't be conquered. You can settle in it without doing anything special, but monsters could constantly spawn in this area and group up to attack any units or cities inside it, perhaps increasing in strength the further one invades. So you could expand into this area, but you'd
1/2/3. Noticed all those myself, except for the stacks of doom. I've been playing on challenging and expert all week and have not once had my cities attacked by an AI player. Occasionally they send a few feeble troops to take an outpost, but I can usually kill them with a single well equipped unit. They declare war constantly, never make peace, but never attack and I can usually wipe out their entire civilization with ease. 7. I believe that is fixed in 1.20. Monsters are probably
[quote who="nDervish" reply="24" id="3307292"] Not really the same thing at all, IMO. FE's non-contiguous penalty is a flat amount of unrest, regardless of whether the settlement is separated from the rest of your empire by one square or by half the map. In the more typical model, it's all too easy for a large empire to end up with outlying settlements which are fully-connected with both roads and contiguous territory all the way back to the capital that have +50% unr
I quick-save before every significant battle and will reload without question if a champ gets injured. So... ya. I don't see why they'd think I'd accept an annoying to remove debuff when it takes 5 seconds to avoid.
1. Autoresolve. Last unit in the stack always takes every single attack from the enemy, and a huge number of traits/skills/whatever are completely ignored. 2. Reloading and Ctrl-N. Chews up memory and starts breaking visuals, probably leads to crashes if those symptoms are ignored. Stuff isn't unloading properly, doing much of either requires a game restart to clear it and get the game running smoothly again. 3. Pathfinding. What everyone else said, but also the extreme di
[quote who="Ken Ihrig" reply="13" id="3307119"] I'm surprised people are concerned about pathing issues since it has such an easy workaround i.e. move your unit slowly. This works like 99% of the time... [/quote] Not even close. There are so many glitchy areas on the map where it's nearly impossible to select the right tile for unit movement and accidentally clicking on the wrong pixel somehow sends a unit on a long path in the opposite direction. It
I don't think the tactical AI is good enough where that would actually be an improvement. I've set a few battles to auto-play and watched the AI control my units, and pretty much every time I *facepalm*ed and had to reload the save. There's just no intelligence or awareness there at all, it's like every action is simply weighted without any regard for circumstance. One enemy unit left, 5 health, a sov with a good bow and no spell power, instead of shooting it the sov instead d
[quote who="Kongdej" reply="2" id="3307067"]You learn pretty quickly that you can almost never use auto resolve reliably to win anything, unless the enemy have some nasty ability that auto-resolve don't know about.[/quote] It's actually quite the opposite, to an easily exploitable extent. If you do the actual battle enemies tend to target the weakest unit, and against ranged units this means your back line squishies are probably going to take a lot of damage, you might even lo
Ya it's pretty bad, you'll also notice only the last unit in a stack ever takes damage. Some champions occasionally use specific spells, but it doesn't seem very consistent. Needs a ton of work.