I'd like to investigate how AI's level up (trait selection, trends, abilities they choose, specialisation). I've observed strange traits in AI sovereigns after levelup. Can you help me do this? I need the access to logs that show levelup choices per AI level; or a cheat that lets me see AI sovereign details in-game, so I can observe them as they level up. I also need a description from the Functional Spec of how you want AI level-ups to behave. Finally, I&#
momosa
If the AI needs mana and you have gold, he should offer a trade for it. In other words, please initiate more AI trades when he's low on a certain resource and you have a stockpile of it.
Agreed, something's fishy - not sure what yet, though.
Hypothesis : I think that if AI's create predictable (i.e. dependable, reliable) mana generation rates, they can be made into more formidable opponents. I've noticed that AI's become severely weakened when they lose their shards, possibly because it's complex to code them to be either wasteful or conservative with their existing mana (work in progress?). 1. I suggest that, as a first step, AI's put a high prio
http://dl.dropbox.com/u/19570307/1.EleSav When I attack an enemy level 29 sovereign with my level 18 guy, the enemy hardly tries to put up a fight. I kill him easily. 1. Open the attached file 2. Declare war on the nearby sovereign 3. Attack him Auto-battle Problems I noticed (tactical combat): 1. The enemy AI doesn't use any spells in combat (even If I auto-battle, my sovereign and his c
Please allow us to see how much mana enemies have via the Diplomacy screens. Hence, the detail displayed would be: 1. Population 2. Settlements 3. Mana 4. Net Income
Just a request for observations from other players: does the AI seem to always choose 'path of the assassin' if its available when it levels up? I think it does. More variety would be good if this is true.
See attached image. Catapult has attacked in previous rounds. It attacked a group of archers. 1. When the catapult attacked, the enemy archers accelerated towards the catapult and engaged at melee range. 2. After the attack, the archers returned to their position. 3. The catapult's green location icon is misplaced - it seems to display its original starting position, not the attack position it took. 4. Its current attack position is indicated by the actual
1. Open the save, cast 3 incinerate cities at nearby enemy city 2. Attack using army conveniently located nearby 3. enemy HP show values like '56 / 28' etc http://dl.dropbox.com/u/19570307/2.EleSav
Or just, 'Resisted' :)
I quite like combat as it is because it's reminiscent of MoM :) ; the only thing I'd like to see more polish on is how the AI uses spells in tactical / overland combat, which is natural because the game isn't finished yet. If people do want more sophisticated tactical combat rules, I'd like to suggest a checkbox for 'new-school tactical combat' or something similar. There are lots of games with complex tactical mechanics (like the HoMM series) and I'v
Is there any sort of plan for ships and other vessels in future?
[quote who="ml_reg" reply="12" id="3139501"]I think that some interesting things could be done with the hostile city enchantments. I don't think LOS should be required, but the city certainly should have been seen at some time. It might even be fun to have a spell Scry City, that would allow some chance to make a city emerge from the fog of war, making it be targetable. Of course there could be a counter spell that you could cast to prevent scrying (or at least make it more difficult).<br
I disagree with almost everything in this thread ;) but one thing that might help is to make units + cities resource dependant; e.g. you can only train metal-using units in cities that have an iron mine... that gives you and the AI a reason to target specific cities when seeking an advantage. It'd also encourage you to create interesting unit designs that don't use metal, for example.
[quote who="ccgerm" reply="5" id="3139344"]Weapons that scale can really break the game. I found a Shrike Shield that does 12 damage each time you get hit. Loaded up my sovereign with defense, and let enemies hit her to (their) death. I was very surprised to find that the effect either scales with spellpower or shards too because endgame it was doing 55 damage. I beat the quest ending guy with that even though my weapon could barely dent him (who needs weapons). <
How about letting it do 10% of total mana in damage, but at a cost of 10% total mana?
Noticed this too; seems to happen on the plains for me - but difficult to reproduce this problem, because it clears up after the battle and might not happen again next time.
No harm in asking, I hope. ;)
1. Begin casting a spell with cast time >= 1 (e.g. fire elemental) 2. Click 'auto-play' button before the spell is cast 3. You get a message similar to 'spell interrupted' when the caster's turn comes around 4. UI error: you can't deselect the caster or cancel the spell. Battle can't be finished. 5. You can auto-resolve the battle.
Right, does what it says on the tin! :)
Should this spell (which sunders elementals) also affect constructs?
I noticed that champions rest for a while after they've been defeated like the sovereign does. My suggestion is to kill them off if they fall in combat. Spells could be used to resurrect / reanimate them, so they're not a complete loss. The result of this would be that they increase slightly in value: I currently don't mind too much about throwing champions into a fight of attrition, reducing an enemy's numbers, so my sovereign can move in afterwards for the
[quote who="Manii Names" reply="1" id="3138217"]1. The Slave Lords have spells that kill their own units to generate different effects. Is that what you're seeing[/quote] No, the enemy AI in question was one I'd created previously (a custom kingdom sovereign) and he was not a slave lord. (IIRC, the spell was similar to berkerk or something. Will have to check later). He was casting it to buff his AI champions, but each cast cost them some health. He cast it in his
1. I've noticed how, in tactical battles, the AI can sometimes spam a spell on his own units that start the fight on low health, causing them to die (might be 'berserk' spell). Is this as designed? :) 2. If I cast Burning Blade overland on the sovereign, then use auto-battle in tactical combat, he always re-casts burning blade on himself. Does it stack? 3. Debuffs cast on my own cities: do they stack? Should I be able to dispel them individually? (e.g. incinerate c
I've played two long games of FE so far. I wondered why no curses had been cast on my cities. I clicked some cities and was surprised to see they had been quite heavily cursed! 1. Please add notifications when an enemy casts curses on your cities. 2. Are there any graphical effects that play when your city gets cursed? If not, there should be some, IMHO. Without notifications or graphical effects, I spend time clicking cities just to see if they're cursed.