Now the game was on large map, with multiple resources (I had several games with virtually no resoruces, so I wanted to guarantee that there will be some) and normal monsters. all other standard, world difficulty Sentinemodo (which basically means monsters +25% HP and aggressive toward player). I usually play with dense monsters, but I wanted to have a game with large number of trained units, not solo sovereigns, and as the monsters give you most experience, this should reduce thei
Sentinemodo
I've originally planned to post it as reply to Havenfall's thread, but I think posting it here might promote the mod and he'll find it anyway for feedback purposes. Aaaaanway, I've finally did it Conquest Victory on large map on Sentinemodo level against five other opponents. Sentinemodo level means, that AI get 25
You can't. He raises the mountain on his territory and you can lower the mountains on yours. Excellent tactic - you need to push your cultural borders to lower those mountains.
Understood :)
I was not talking about starting positions. I do well enough to play with whatever I am rolled onto. I meant situation where there is a single mine of iron and no crystal crag on the large map.
all of them claim to damage x per unit. However the flamewave is per unit and the other ones are per figure in unit (ie. overpowered spell). Please make a pass to describe it properly.
since one or two releases the colour of the movement range has been turned into very lightly marked green, that is almost invisible over the tactical background. Please change it to somthing more visible
I've just seen something, that I wanted to share with you. I am on the offensive, I move toward enemy city with an epic ranking army. Enemy AI has no way in hell to defeat me... I hit next turn, as I reached end of movement. on the next turn there is mountain range between me and the city. I cannot lower it since it is not on my territory. I need to make a roundway to reach this city, - five turns at least. this is plain awesome.
in comparison to other sounds, this one is way too loud
I had experienced this as well. Also modded game, but As far as I know no mods had changed anything in regard to resource spawn. It is assummed that you should have at least basic amount of resoruces per player spawned but this is not guaranteed. I've even checked few times on cheat mode to see if the map is populated with full set of resources and I was witnessing few large maps that had 1 crystal cave and 1 iron mine total and only shard and food resources
it shouldn't be random. and don't whine to Derek about it it is an AI part to select apropriate path of development for champions and sovereings it's your job Fb, and you're like seven beta releases and two gold releases late with it.
as far as I can tell this is not fixed AI get insane amount of research on every difficulty level. There is even experiment by Tuidjy to prove it - https://forums.elementalgame.com/437783
on the unit moves left - there is - note they are surrounded by green shade when they have move left, adn blacken out after movement. there is no info on how much move they do have left, but that's not really needed I think
missing strings: all new resoruces from rivers when hovered upon in the top bar lists city they are connected to but there is a missing string below it
like the topic says. scroll if needed. I got empire on large map - 30 or so cities. there is no way other then hovering and double clicking to find out what city I am browsing now. I do it very often - looking for things that build in 2 turns to rush them.
check for mod manager update for offline version (doesn't have to auto update, just check if there is new version if there is net connection)
so it's fixed, or you want a save?
they don't but they have decent attack and defense. if you don't have blunt they are worth their experience. other shrills are weaker in terms of direct damage and hitpoints
Rhaegor, sure but that's more or less what Fb is trying to do since four years. But it seems he didn't really focused on this (the ai got improved in terms of what to do strategically and in tactical combat). Now is the time to focus on character development. I proposed the above to follow slightly the trained units example. The game took the shortcut on what to train by using sets of predefined units, and semi-smartly decide what to produce. We need simil
I might have added - for free for AI, we're talking about above challenging difficulty levels.
I'd go ahead with giving and equipping all champions/sovereigns FOR FREE the best armor/weapon/mount/equipment available for them automatically the moment they get new tech on above challenging difficulty. Nobody is going to notice the gildars costs anyway. You only need to tag the champion/sovereing with direction use Tuijidy troops classificaion and your set to define what is most important for each class.
I think that the time has come to focus on sovereigns/champions. I think it quite universally recognized that the monsters are the most difficult phase of the game. Once you pass it and are able to defeat big beasts, AI can put little fight. Yes it can create some diffuclt trained units, especially on higher difficulties, when it has access to late game techs by the time I still discover early civilization techs. It can even field them in large numbers, but this still is no match for
also, this is probably vanilla issue, but that death demon appeared on the spot of the casting mage
Met sombody using soul contract in tactical battle. When hovering over the description says: "Summon a level %d Death demon". Theat %d should be replaced by something probably
hmm, in my game, it seems I am able to build them in each and every city - I need to check out further