"Rats in the Ruins" quest declares 100 gildar but really gives 200 gildar.
harmonius_
[quote who="Alstein" reply="17" id="3267873"]In 1.004 Tarth gets Rebels as a penalty - which I think balances it out. [/quote] Yes. Tarth are balanced by Rebels. But custom races that get Master Scouts for 1 point are not balanced.
Are performance improvements from hamster applied to 1.004 beta build?
[1.004] Master Scouts still costs 1 point. Stealth costs 2 points now. Stealth is not as strong as Master Scouts. You can build a couple of spearmen for defending and play carefully without Stealth. Anyway wildland monsters can attack you even if you has Stealth. In other hand, Master Scouts gives you strategic advantage in addition to faster expanding and faster experience gaining.
Add Charge to AI units on highest difficulties.
Load quicksave . Load autosave . Load autosave again. Crash.
I tested 1.0 AI in cheat mode many times. Most stupid thing AI do is standing in one tile for 10-20 seasons. Also AI can't bypass powerful monsters. AI loses many units on monsters. Also I think AI doesn't expand as fast as 0 .98, because there are groups of monsters in 1.0 instead of single monsters in 0.98, so it is harder to beat them.
It is known fact that better AI is smarter AI. Smart AI needs small advantages to compete with player. But in reality no TBS game has smart AI. So big advantages are necessary on highest difficulties. Size of advantages are determined by developers depending on player feedback. It is work in progress. But now AI is too stupid.
[quote who="StevenAus" reply="82" id="3265871"]I don't think that the AI on harder difficulties should rush the human. They get higher advantages that come out of nowhere, so I think the player should have the opportunity to work up to beat them. But has anyone beat the 1.00 AI/World on Insane difficulty, even with a superpowered build? I haven't heard of any.[/quote] AI has only one aim - to win. No other restrictions. If player can't withstand the
[quote who="Kongdej" reply="80" id="3265858"] The problem with that is that the player base is not created from 200 people with the same psychology, its created from 200 people with the same interest, therefore you will see a lot of conflicting psychology, if players don't like playing for more than 40 turns you are correct they should not play for more than 40 turns, but you can't make a game perfect, and you cant make a game appeal to everyone. [/quote] AI can be b
[quote who="Kongdej" reply="76" id="3265838"] players should just focus for more than 40 turns, average games takes a lot longer on medium and large maps... [/quote] Players shouldn't and won't do anything they don't like. Game should be adapted to player psychology, not vice versa.
The problem is AI in high difficulties is too passive in early game. So you don't feel challenge and don't finish the game, especially when your score is close or above AI score, especially when you spend 10-30 minutes on each turn. I have the same problem. Imho AI should rush you in the beginning because AI is much stronger. AI shouldn't rely on score. AI should assess the situation. If AI army is stronger then your army, AI should capture your cities. If many AI units is cl
Bunny build. Create new game. Save. Load. Click to portrait of sovereign in left-bottom corner. Crash.
Trained units almost never miss the target. They miss only when each member of party miss. So chance to miss is very low, almost zero for 5-troops and 7-troops. So axes are useless for trained units, because Backswing almost never triggers.
Also Bruiser (+X% Blunt Attack) and Swordsman (+X% Cutting Attack) are inconvenient traits, because you don't know what weapon you will find in future. Maybe add trait that gives +X% Cutting/Blunt/Pierce Attack instead of Bruiser and Swordsman.
Now Warrior has only attacking traits. So Warrior is most fragile among Paths. Even Assasin has +dodge trait. Imho Warrior needs some +defence trait.
Only Warrior has the best damage trait: Lethal. Lethal gives 2 attack. Lethal II - 3 attack. Lethal III - 4 attack. Lethal IV - 5 attack. Lethal V - 6 attack. Total: 2 + 3 + 4 + 5 + 6 = 20 attack. With latest loot nerf it is hard to find good weapon. So +20 attack is very valuable now.
City gains 2 additional production at level 2. Imho 2 production is ridiculous. It is not enough to stop city spam. Maybe bonus should be 2 production per material.
7-unit troops with champion's armor cost 231 Crystal. Plate armor - 154 Metal. 7-unit troops with Hellfire/Hailstone Staff cost 42 Crystal and defeat any armor in one shot. Is 231 Crystal insane cost for the armor? Is the armor worth it?
Monk's Robe: 3 Defence, 5 Dodge, 2 Crystals. Aegis Robe: 5 Defence, 6 Crystals. Is it joke? I mean Crystal cost.
Lucky trait: All units are +25% to Accuracy and +25% to Dodge. Imho it is a bit thick for 1 point. Now units get only 1 accuracy per level. So +18 Accuracy from start is huge. Moreover +25% to Dodge leads to well-known exploit: Lucky + Fortify + Blindness. Other 1-point traits can't compete with Lucky: Tough, Warrior Caste, Civics, Quick, Warriors, etc. Imho Lucky needs some balancing.
[code="xml"] 0.0 0.0 [/code] GlobalHitPointsBonus is not that I seek. ConstitutionMultOnHitPoints doesn't work.
Master Scouts really give you about +50% movement to all units guessing that 50% of territory are Forests, Swamps, Hills and Rivers. So with Master Scouts all your units get +50% experience and you expand 50% faster. So on season 100 your faction is as powerful as another faction without Master Scouts on season 150. Stealth is nothing in comparison to Master Scouts. Imho Master Scouts should cost 2 points. [1.004] Master Scouts still costs 1 point. Stealth cos
I didn't find HP boost per level in XMLs. Now it is 2. I want do decrease it. Is it moddable?
Remove technologies and research. I don't like technologies because technology tree doesn't change from game to game. It becomes boring very fast to select techs from the same tree. It kills replayability. Some randomness in tech tree can partially solve the problem, but it is for developers. Remove improvements except for wild improvements. So shards, metal, crystal, logging camp, etc remain. The reason is the same as in technologies. O rdinary impr