Within CoreAIDefs there's the opportunity to create more than the single AI personality that is provided, and within a number of other files you can adjust the AI priority regarding spells, improvements, etc that it can access. I experimented with a new personality, AI_Magic, and limiting the AI to specific city buffs in an attempt to learn how the AI prioritizes in CoreSpells. Based on Pariden's early city buffs, I dramatically lowered the priority of Propoganda and Inspiration (into
bigduncm24
I've been thinking about how to get the AI to cast more spells in combat. Like most resources, it seems like the AI just does't have the mana to cast spells. So, my question is, is there a way to create spells that are accessible to ONLY the AI? If the AI doesn't have mana for tactical battles, I'm wondering if an autocast 'spell' at the beginning of the battle that gave the AI some amount of mana would open up the AI to casting stuff in combat. But, such AI only spell
[quote] 1. Tremor: Tremor seems to divide its effect by the number of opponents in some fashion, so that a large enemy is immobilized for a shorter time than a small one. That's good. The in-game text give no mention of this and the length of immobilization time is not apparent when the spell is cast (it always says 3 turns). That's bad. [/quote] Division between units is possible. I've also had the thought that the immobility may be checked a
Easy fix.
[quote who="parrottmath" reply="4" id="3346242"] In all honesty a fix for this is rather silly, and I'm not sure why it works, but here it is... UnitStat_Attack_Pierce Remove that line from each and it will calculate the damage correctly. (Not sure if the correct guesstimated damage is correctly displayed, but there you go) https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/Abilities/impalecrushingc
@UncleJJ44: Without a doubt my one step modifications could use more adjustments. However, after playtesting (and not just theorizing) my suggested changes I'm convinced they're the way to go. I'm also convinced that the calculations behind combat were designed for high tiered weapons around 10-12 damage. If I had to respond to your concerns with a single sentence I'd say: This is the world of Elemental and not the world of Metallurgy. Let's assume for a minute tha
It looks like special attacks are treated as purely physical attacks and do not utilize a weapon's magic damage. Against a Wraith I was using lightning hammers and ice spears, but no damage was inflicted when using Bash and Impale (nor was the "Immune" floating text shown).
I don't think an HP increase is at all the way to go. There many more steps to the balancing process if you do so (unit HP, then hero HP, then monster HP, then healing spell tweaks, then poison spell tweaks, and so on), whereas reducing weapon damage (for weapons available to units) is a one step process. I'm far from being some experienced modder, but in a couple of hours I edited the above mentioned weapon values and things are noticably different. Tactical battles are a fun, challe
[quote]Totally agree on the cutscene (no hope for it though), as you finish your 3 Towers/Forge of the Overlord everyone who is not an ally should go hostile/attack you.[/quote] There is the -9 to diplomatic relations.
I've been having this movement calculation error in relation to non-road movement. For example, a unit with Master Scout move 2 shows the tooltip movement of 3 squares, only to move 2.
I support the idea of splitting up the Towers into different trees. The most I've seen from the AI is the building of the final tower, but none have cast the spell yet. The worst part about the Towers, however, is the AI priority to build them, particularly once you've taken a city and they need to be rebuilt... which takes priority over building troops which would greatly help the AI recovery from combat losses. Perhaps the building of Towers for the AI could use a mi
[quote who="Lord Reliant" reply="25" id="3345612"] I wonder with the changes if monster attack values/HPs will also need to be tweaked as well?[/quote] Wouldn't world difficulty take care of this?
[quote who="Derek Paxton" reply="21" id="3345508"] Awesome feedback, I particuarly love DSRaider's balance points. Many will be coming in the next patch.[/quote] Good to hear. Well, last night I played around with weapon values and sped up a couple games to see how late game battle might feel. It was different... and better, in my opinion. Early tactical battles lasted the same amount of time, but later battles did feel more epic and took longer (upward
I've gone through and modded the weapon damage values. Lower level weapons didn't change, but the higher level weapons are at about half of what they were. I'll let you all know how it goes.
Ah, that would make sense.
After surrendering, Lord Markin showed me his collection of horses. So did the other surrendering sovereigns. They also seem to like leather greaves. Their inner thighs must get sore. If the AI isn't actually purchasing this equipment I suppose it doesn't matter much, but, in general, their usage of the equipment they have is pretty poor.
I should be working on my final papers for the semester, but I'm lovin' this amazing game you all have created. However, after several play-throughs each game basically ends before it's technically over and it becomes rather tedious to continue. By this I mean, I reach a tipping point (rather early on) and I know the campaign is effectively won, I just need to mop up. This tipping point is not where I own half the map and I have uber powerful heroes and armies, but rather.
They're rather suicidal in my opinion. But, I think the damage reflection does not take into account the attacking units armor. So, position the ME against a hard hitting, well armored enemy unit and it'll cause some serious damage in return. The ME dies, but assuming you're getting the ME from a shard you'll get another one in about 5 turns.
Bugs (0.75) Terrain squares near rivers are bugged. Some river squares function as plains squares or impassable squares. Also, some nearby plains spares function as river squares. Garrisons and multiple battles in one turn. When multiple city battles occur in a single turn my garrison shows up for the first battle, but only stationed units shows up for the second. This only happens when I am being attacked and not when I am attacking the AI. Sugs <p
Bugs (0.75) The Command skill is bugged. It seems to trigger during the second usage of Command and gives the casting hero unlimited actions, which debugs once an enemy unit is killed. The AI is giving peace offers when we're not at war. This seems new to 0.75. Note: I'm playing with all custom factions. Plague quest. The opening quest options allow a commune to be opened for 50 gildar, but 100 gildar is being taken from the treasury. Sug
Bugs (0.75) Tremor immobilizes on the strategic map but the removal of the enemy's dodge doesn't seem to happen. Berzerk units are still casting spells. In this situation it was Szuzu the Smith (sp?). Suggestions Diplomatically, I feel like the AI should ignore (in the sense of not diminishing the relationship and thus encouraging war) very weak factions, especially when they are a fellow Kingdom or Empire. At present, if you're weak,
A notification of non-hostile units in your territory seems like it would be easy to implement, and useful.
A majority of bugs I've found seem to be graphical in nature, or related to the UI. The ones that I can remember include: *The city/army sidebar seems to disappear and reappear, in part or in full, randomly throughout the campaign. *Some unit portraits disappear *The graphics and spell effect for Storm are still hitting different targets Other bugs: *Sion's are completely unusable. Once they're built, you can choose their skil