[quote who="TheBirthdayParty" reply="205" id="3350476"] Wanted to comment, since .85 the AI has vastly improved and now is kicking my arse at the hard setting. Good job. [/quote] can you describe the improvements? I'm on expert and haven't seen any improvement.
bigduncm24
I think this is an unavoidable, therefore intended, consequence of how prereqs work in the skill tree. I've seen this with recruited champions and I consider it a perk. I would actually like to see more abilities for sovereign creation that utilized this "feature".
[quote who="danielxxlee" reply="199" id="3350343"] I started a new game as I usually do after each release. I'm wondering, is the Adventurer's Boon trait no longer connected to the Strength trait? Or is there some prerequisite for the trait now that I'm not seeing? At this point, it cannot be selected during the level up screen (or at least for my current level 10 sovereign). Visually, at least, the traits no longer have a line connecting between the two.[/quote]<
The upgrade screen closes after upgrading. Is this by design? This might be a matter of personal preference, but I feel the screen should stay open until the Done button is used. Also, using the Done button sometimes triggers the twinkley upgrade sound. Now that armies garrison a city if they end their turn on top of it, caravans are garrisoning my capital. I think this is only happening when a new Econ Treaty is established. The Quest XP screen is only showing a single hero.
What about this? Just create a multiply step quest (like the Arena) that triggers at the completion of casting wherein the sovereign fights a demi-boss representative for each shard type (regardless of the kinds of shards he has, or the number of shards he has). IIRC, the SoM does not actually trigger a victory on the part of the AI (unless that has been fixed?). If we assume that has been fixed, what will such a quest do for the AI? I don't think it would be an issue. It seems to
I use the mouse wheel too and it's a bit buggy. Sometimes it wants to scroll, sometimes it doesn't. To get around this in the mean time, you can use the tabs on the upper left side.
For me, Attack takes into account morale, training, and other non-weapon factors so I'm not bothered by the swarm attack bonus. I would like to see some counter swarm mechanics though. An easy solution is to create an Immune to Swarm design trait. Even better would be defensive swarm where defense increases with adjacent friendly units. I feel like this would encourage formations (of a sort) and more indepth tactical play.
What about increasing the casting time of SoM? It doesn't make it more dramatic, but it's an easy way to counter how early SoM is possible. It would also give the player more of an opportunity to get to the AI. GFireflyE, are you talking about only shards in the players territory or everywhere? If everywhere, that kind of goes against SoM as the peaceful builder's victory option. The spawning from shards idea is cool though. What if we flipped it and the shards spawned agg
It drives me nuts to have assassins carrying shields. It's actually really easy to implement dual wielding blades. I've tried creating an offhand defensive dagger, but the blade model still shows up in the right hand (though a weapon can still be equipped).
Good idea, joeball.
It looks like Guarded Strike is not providing its auto defense bonus. I noticed this during gameplay and then found this: UNitStat_Defense_Pierce I, for one, find Guarded Strike kinda worthless and I'm wondering if this bug hasn't popped up because people just don't use it. Along these lines I played around with Shield Bash as a 100% damage Guarded Strike.... it wasn't flashy, but it sure was useful. And, whil
The AIPriority system is definitely in use. Using city buffs I tweaked some values higher and turned some values 'off.' The higher values showed up more often while the 'off' buffs were still cast. I've also played around with the priorities for ability spells (those used by monsters) and changes can be seen. AIPriority is also used in CoreWeapons and CoreArmor, but not CoreItems, but what it is used for isn't clear to me. If it's used for determing what ge
Well, I'll just have to get used to it. No worries.
On the Hard and Expert difficulty settings (and I'm assuming higher settings as well) AI units get extra traits. On Hard each unit gets Strength (+2) and on Expert each unit gets Bloodthirsty, Strength (+2), and Ironskin. Is this a bug or is it by design? I can't tell. The reason for thinking this is not by design is because Strength and Bloodthirsty are both from the hero level tree (ie StrengthAbility_Level) and are not the traits with which u
Does anyone else feel like it would be more intuitive for air to be white, earth to be brown/gold, and life to be green? Even after however many games I've played, I still find myself needing to translate the colors into what they actual are whenever I reference the toolbar. i realize the improvement colors would need to change as well in order to be consistent, and that shouldn't be a dev priority, but this has bugged me for so long I just had to post something.
Yeah, I've tried that. I've been playing around with AI_General priorities and it's still pretty quirky. For example, there doesn't seem to be a way of denying the usage of spells to the AI. In other words, 0 prioirity doesn't seem to work as an "off" value. I've also tried entering negative numbers, but this doesn't work either. Either AIPriority is an absolute value or it's being multplied by another value som
In CoreIADefs in the game phase "Early" there' is: Resource 5.0 &nb
What about earlier access to the catapult and later access to catapults that do 'magic' damage? Fire, cold, disease (represented as poison). Utility/debuff catapults are within the realm of possibility too. I don't see SD making these changes, but it's possible within the modding community.
Though not noted in the 0.85 patch notes, I believe this bug has been recognized by the devs and is fixed.
Diplomacy Understanding diplomacy can be difficult; how it works is not made very explicit. The AI prefers to declare war on weak opponents and the weaker an opponent the more likely war will be declared. The strength of your army factors into the faction power rating which determines your power versus other factions. If enemy factions are looking like they might declare war, avoid going after that monster army or quest that might wipe out your army. The decrease in power rati
What's not true? Sounds like a good strategy though.
After thinking about it some more, I wonder if the reduction in accuracy won't adversely affect the AI more than it does the player. I think players tend to train units using fortresses, but the AI does not necessarily do that, therefore it won't receive bonuses to accuracy as often.
[quote who="Wizard1200" reply="36" id="3347983"] Quoting salikgyula, reply 35I am worried because the main problems are not adressed. 1. the heroes are useless 2. heores traits tree is too wide, cant reach the fancy traits 3. high init pike units ar OP 4. armor is useless 1. Heroes are stronger, because impulsive is less powerful, charge is less powerful and the accuracy of units is reduced 2. Yep, that is a p
I've been interested in an escape ability, so last night I put it into the Assassin tree (I switched the tree positions of Gamblers Strike and Hobble, and replaced True Strike with Escape). In the original CoreSpells there is both an escape ability and an escape spell. Using the ability version is not that powerful, but could be still useful to an undersized Tarth army. Using the ability version, there's a couple reasons why it wouldn't be too powerful. First, no experienc
Access to an escape skill in a hero tree (perhaps assassin or commander) is something I've suggested, and would be very easy to implement.