Great, FE is so far the best MoM-like game i know, so its great there is enough interest for an expansion.
carn112004
I do not know, why this discussion should go on, willie sanderson said in third post that he spent early money on other things than heroes. Naturally then he does not get any, as the AI is probably programmed not to commit such a mistake or has enough starting funds to avoid the problem of lacking money to hire.
[quote who="Liquid Sky" reply="25" id="3323964"] Perhaps they should change Potential from a percentage to growth, to just giving you a level. Now you have a choice as to when you want to take it..early to reach a level to use an item faster, or later to maximize your level.[/quote] I do not think there is any need to change it much. At most a slight adjustment is enough, e.g. +5%. [quote who="OliverFA_306" reply="20" id="3323799
[quote who="carn112004" reply="17" id="3323776"] As a sidenote from the test game i had with economy bonus ~ 1.1, start bonus ~ 2.0, AI intelligence bonus 2.0 and hp bonus 6.0, i noticed that power rating and therefore probably AI is not aware of the HP bonus. Which would mean that the AI is too cautious on ridicolous (already having a +50%) and insane in deciding to attack, as it does not consider its HP advantage. In that game it was obvious, as 6.0 HP mean
[quote who="Mtn_Man" reply="19" id="3323807"] It depends on how it was presented, I suppose. A setting that says "Easy" and "Normal" is more intuitive than an abstract number.[/quote] Therefore: "Therefore for solution, its just one sub-menu accessible via option "Difficulty: Custom", ", which ensures one can safely ignore the complication if one doesnt care. An additional more complicated setup is already included via option to set the AI enemi
[quote who="willie sanderson" reply="43" id="3323803"] Yes we know about the grunt rushing strategy on a tiny map with 1 ai opponent. [/quote] So far nobody in this thread mentioned an early rush, the opening post suggested expansion and having enough defense to discourage an AI attack. Therefore i tried to exlain in what way early rush can be done and what it can achieve. Obviously it wont be that good on large maps (though taking over one neighboring opponent would not
FE already has too much randomness due to level up and first champion (e.g. whether he is fire or earth can make a big difference).
Then you not getting 1 champion was your choice. The first champion is normally recruited in turn 1 or 2, no chance for the AI to get him. I doubt it would ever be worth to skip getting the 1st champion on turn 1 or 2,because even if he has exactly the same magic skills as sovereign and no research and gildar bonus, his fighting power alone is worth the 100 gildar, because it doubles the military strength, allowing to clear more creeps and pump out mroe pioneers. And if he has a missi
to gain +10 spell resist individually requires 1 pick and +5 accuracy for army is 1 pick for defender, so +5 spell resist and +5 accuracy individually would be equivalent to 1 pick. Of course, if one doesnt need accuracy and/or spell resist this is not worth it, but some builds need accuracy and spell resist, so for them the positive effect is there. Its no problem if some strats profit more from XP boost than other strats, thats with most picks the case.
I am winning consistenly (meaing every second game) on ridicolous 1 on 1, tiny map. Mancer (or what ever guys with + 1 accuracy are called) with no archery, civics, scholars, defensive, + 10%hp. Sovereign with no magic skills, + 3 attack, hardy, tactican, + 500 gildar, discipline, +10% research, no disadvantage, weapon spear, armorer. Turn 1 rush +1 research building, turn 2 rush scout with road building, turn 3 rush scout with road building. Scou
What should the return of investment be with such investment picks? Spending 5 picks to gain 1 pick + 5 levels later is at least a positive return of investment (i note that because normally for most games XP boost, e.g. in heroes of might and magic, are a waste barey giving 1 additional level), just as spending 1 pick to gain +1 level. The problem is, making XP boost so good, that for small maps they are good, turns them into must have for larger maps. Also they must be balanced with
[quote who="Frogboy" reply="14" id="3322574"]GalCiv for OS/2 had this. People didn't like it for some reason. But maybe we're reaching a point where we can bring it back. In the code, we use a number anyway.[/quote] Thanks for considering this, the intent is not to replace the standard difficulties, but as an addition. As a sidenote from the test game i had with economy bonus ~ 1.1, start bonus ~ 2.0, AI intelligence bonus 2.0 a
How cant you get 1 champion? There is one guranteed within 4 tiles of starting spot, it is guranteed to be less than 150 gildar and one starts with 150 gildar. Only way would be to waste that 150 for rushing.
I can just add, that the AI HP difficulty bonus is not calculated in faction power.
[quote quoting="post"] EDIT: Updated to reflect that my formula for xp required per level was completely offbase. Thank you to follow up posters for clarifying this. A more accurate analysis follows below, but the bottom line remains the same. [/quote] The bottom line doesnt remain the same. The point about xp boost can only be giving up early power to increase late power. And your analysis shows that xp boost suceed at it: </
more generally: "AIDifficultyLevel InternalName="AIDiffLvl_Hard"> Hard 1.1 0 1.0 5.0 1.0 1 1.5 "
[quote who="Kongdej" reply="1" id="3319336"]You can mod this if you want. Reduced 29%Original 1920 x 1080 You will want to enter the "CoreDifficultyLevels" XML document, and change those around. You can see the path, although I have installed FE in a custom directory, the XML file is still located in "Data/English" from the FE install directory. PS. Supreme Commander 2 had moddable AI to the point of choosing between 56% or 57% production bonuses, if you wanted to <
[quote who="willie sanderson" reply="7" id="3322078"] THis game doesn't need difficulty sliders. Just set the difficulty of the world AND the opponents to ridiculous and then make all the AI opponents (maximum allowed on the map) as ONE TEAM together and you'll have all the difficulty you need. If you beat that then you shouldn't be playing games you should be making them. [/quote] The problem isnt that game is too easy to beat, the
Ok, apparently nobody cares about such a feature.
Difficulty sliders. Reason: Civ4 on deity sucks for being too hard, on immortal its boring fast. Civ5 the same. Civ3 the same. Age of Wonders 2 sucks on hardest diffculty for being too easy, like Heroes of Mightnmagic all versions. GalCiv has similar issues. The reason is simply, that the difficulty steps are steps and if the fun would be just between two difficulty levels, fun is gone. The so