On behalf of me, I thank you :) Sincerely ~ Kongdej
Kongdej
[quote]Also, when opposing factions offer me tribute and give me gildar up front I end up paying them a tribute rather than receiving it. [/quote] I have learned in elemental to ignore all proposed trades that the AI sends, since the AI reflects extremely poorly what is going to happen. Sincerely ~ Kongdej
[quote who="Frogboy" reply="2" id="3302419"]A lot of what I do with the AI has to do with how much time I want to give the computer players on a typical machine to do their thing. I tend to be very sensitive to turn times so I cut the AI off pretty quickly on how far out they can plan their moves. In this build, I loosened those restrictions.[/quote] How about making a slider somewhere in the options, to us players that prefer smarter AI to lightning quick turns, the longer turn timer
Agreed baddl, this is an issue of mine (I want everything to be perfect) , I wish it would just linger there until I clicked it gone again. Sincerely ~ Kongdej
My only grievance with these techs is the lack of different UI on they're part, they are obviously different in nature, so I would like some UI icon to reflect this, but alas alot of the interface I would change if I was emperor... (of Stardock - And prolly had infinite money as well, since these things hurt too). Sincerely ~ Kongdej
[quote who="harpo99999" reply="1" id="3302478"]but it is NOT impossible for the ai, therefor the AI is NOT playing with the same rules as the player. [/quote] I could have told you that ^_^ [quote]After I converted a wildland area, one of my opponents (Yithril) sent in a pioneer to found a city. When I looked closer, it turned out that it occupied exactly that spot where a dragon cave had been before.
[quote who="Frogboy" reply="60" id="3301965"]Sometimes, the AI doesn't guard its cities well, especially on big maps and late game when units move fast because it thinks that that city is "safe". On smaller maps, it does a better job guessing where units might be.[/quote] This I think I have strewn my thought upon in earlier posts, I still think there should be changes to the way roads boost movement (and the UI should still reflect half movement points, and quarter movement
[quote who="mqpiffle" reply="7" id="3301968"]I just realized I totally hijacked your thread with something unrelated to the original post, because I read it wrong. My apologies.[/quote] At least it counts as a bump! xD That said, I would repost this after the holidays, I think the development team is on vacation and isn't noticing any bug reports at the moment. Sincerely ~ Kongdej
Found similar troubles with the map editor, played around with it a bit and it seemed more buggy than I cared to bother with, so I won't enter the thing again ^_^ Didn't mention much due to the "No support for this feature" sign that opens when you click on the workshop. Sincerely ~ Kongdej
[quote who="mqpiffle" reply="1" id="3301795"]I've said it before and I'll say it again: the diplomacy UI in FE just plain sucks. It is almost completely useless. Frogboy broke it even further when he introduced the new AI trade screen that offers absolutely no relevant information when an AI player offers a trade. I always decline trade requests because I have no idea of what the impact will be if I were to accept.[/quote] What he said. Sinc
[quote who="MysticMJ" reply="44" id="3301832"]I dont like when the computer cheats. I want a game where it does play on a leaving playing field with me. If I play monopoly with someone who isnt as good as me I dont give them free shit to make up for them not being good. Telling me that the design of the game needs to change and that i'm wrong for wanting a leave playing field wrecks of not knowing your customer base. That or i'm a minority opinion and just dont know it yet.[/quote]</p
[quote who="Arzon" reply="41" id="3301826"]It's a shame that some people won't acknowledge how much better the AI has already is in 1.1 over when it first came out. I see complaints about the AI that were specifically addressed in the release notes in 1.1. I never see AI cities left weakly defended anymore, for instance. If you want to complain about the AI then at least make sure you're actually playing the current games. It stinks of bellyaching to the point of sounding only a l
[quote who="xpyre" reply="10" id="3301050"] Given that chess is a game where the computer AI will beat any human it should be possible to have an AI that beats all but the very best player without any bonuses whatsoever.[/quote] There is a rather big difference here, and I understand how it can be difficult to produce an AI of THAT quality, Chess is a rather simple game, the difficulty in chess is guessing your opponents, move, but everyone can see everything all the time, and there i
[quote who="Sentinemodo" reply="8" id="3301186"]you need to push your cultural borders to lower those mountains.[/quote] You cant... For the current rules, if everyone was equally smart with using raise mountains, each game would have to end by spell of making due to mountains being neigh impossible to deal with when inside hostile territory, and each player would just wall off each of his/her cities. Then again, that would probably cost tons of mana, but still I want an
[quote who="Gaunathor" reply="7" id="3301163"] Quoting EvilSalmon, reply 6I'll try re-installing the game. The old tech tree is gone in the new game, that I see. It just expects me to learn exploration before I can do more quests If you have any old custom factions, delete them. They are the most common source of this problem, as far as I can tell. [/quote] Oh yea, you might want to surf into "My Documents/My Games/Fallen Enchantr
[quote who="Heavenfall" reply="14" id="3301001"]It is unreasonable to expect support on a modded game. They have plenty to deal with in the un-modded game.[/quote] True, but all players (ok most players) are rather unreasonable, then again so are many companies these days, and deals only work if you can get it on paper. Anyways... My part of the "unreasonable"... I have almost only played the vanilla game for the same reason, but the problems I still face in vanilla will also
[quote who="stein220" reply="13" id="3300819"]some sort of notification when monsters destroy AI cities would help. it may just be a perception problem, but since new players still ask this question, more information would help people not get turned off by what they see as unduly unfair.[/quote] During the beta, "Tuidjy" did a test and found "evidence" that the monsters act differently when you can see them and when you cannot see them. Edit: <a href="https://forums.elem
[quote who="Nibelung44" reply="12" id="3300981"]I believe they don't have the resources to check the forum in depth and fix all bugs, sadly. I remember also a few others bugs or remarks from Heavenfall and the errors are still in their xml files. Not good, sorry.[/quote] Well that I have suspected for some time too, since some of or a lot of the bugs posted in the beta still persists throough 1.00 and 1.1 Sincerely ~ Kongdej
I don't need to research any technology to do medium quests, have you tried reinstalling the game? They removed those technologies and restrictions in one of the beta patches, it is no longer necessary Sincerely ~ Kongdej
[quote who="drunetovich" reply="6" id="3300969"]You don't say we can keep our borders completely locked down by artificial mountains without any way for enemy to bypass them?[/quote] No, cause you can cast lower land on mountains.. Oh wait ;) Sincerely ~ Kongdej
I do agree, the AI needs work, but I think one problem is how differently people play the game, some tend to refer to the early game to be somewhere between turn 1 and turn 200... turn 200 as early >_ Others like me usually finish up games or is in a winning condition around turn 150 or 200 unless the AI does some really impressive expanding and resource grabbing. That said, the AI is extremely random at best, and it really does need some better algorithm's, especi
You can post the full debug.err using www.dropbox.com I am sure getting the full information helps the developers find the bugs even more than just a fraction of the debug message. https://forums.elementalgame.com/415301 The devs cant find the crashes if they aren't reported, some or most of these are dependant on the machine setup. Thanks for reading [e digicons]:thu
[quote who="Frogboy" reply="15" id="3300344"]Looking at that screenshot, I wonder... Here's what I'm thinking: When a player trades knowledge, it posts a message to the internal server to reduce the amount of knowledge it has. I am thinking that when the AI trades amongst itself, in a given turn, that that knowledge doesn't get subtracted because the message hasn't been processed. I'd have to play around with it to see if that&
[quote who="larienna" reply="15" id="3300325"]Explore does not seems to be a toggle button.[/quote] It is a toggle button , but it is very poorly shown to the player. Click it until the unit have no path (don't click anything else, ONLY the explore button, and click it to see a new path, then click it again to TOGGLE the auto-explore for that particular unit OFF) Sincerely ~ Kongdej
I like your post Ereius, good points, although I can find even more problems... ;) anyways, [e digicons]:thumbsup:[/e] That said, archers are only good because the AI is dumb... The balance is bad yes, but archer's is not the worst IMO, just the easiest. Do consider (and state next time) which faction you are playing, if you are playing the Archer-based faction and is saying archers are really good.... Well you get the idea. Sincerely ~ Kongdej