The 3rd one, the custom faction AI had a power graph that looks like Ythril on that mana graph. It was at like 330 when the rest of us were at 150 or less because it was conquering Resoln and Ythril cities left and right at the beginning of the game. It was basically the definition of runaway AI. It dominated the game from turn 1 till turn 200+ with at least double the score of the next highest the whole time. It was positioned such tha
Raiddinn
Link not displaying in above post for some reason No idea why the images still aren't working, they work when I go directly to the links.
Played more turns and it did happen again once that when I was levelling up a hero at the same time as the end of turn was happening it crashed again. Not sure if tech was popping or not. I think it might have been, but I lost many turns from this and I can't be sure how many exactly. - Edit - Graph of tiny AI mana on a tiny map with ridiculous AI. Looks like the Yithril AI has 1000 mana on turn 1 (somehow?), but if we assume the Yithril graph can't possibl
The custom races I make tend to rise to the top of the power charts when played by the AI. I just played a game where a custom race I made had 260 power rating at a time when everyone else had less than half of that. There are definitely abilities that work better in the AI's hands than others. Some abilities it takes strategic thinking to be able to maximize. Diamondskin has been mentioned, people just walk up by some AI units and cast diamondskin. T
I think it would be an improvement to the AI if they couldn't buff themselves in combat.
I just played a game where Yithril had 30 damage mace units with 45 defense while I was still stuck with leather armor. I had much better technology, but I couldn't use it because I had no iron or crystals on my side of the map. I had to take 2 ythril cities to be able to start getting any metals at all and that isn't easy when they have 9 defenders in each city. I was able to win, but I have to say that it was unfair. I am giving the AI all kinds of ridi
I played like 100 more turns and still no crashes. I guess people should play up 1.5 as a stability patch.
I changed to the 1.5 beta and I played the same turn that made me crash before and it didn't crash. I don't mind auto-turns, as long as they don't make me crash.
Thanks for the info about how to do that. I tried using the save you posted before and not 2 turns later I had the same between turns crash again. I had attacked a nearby drake and some pack drakes with 1 move left in the turn. As soon as the battle was over I had another hard crash when the between turns phase happened. - Edit - I lied, the crash was when I was trying to pick a level up trait for my defender. The defender screen came up, but I was never ab
Thanks for that. Though I have to wonder if it will just lock up again on the next technology I research. I did notice that I was very close to finishing Heavy Armor. I thought that might have something to do with it. Or maybe it is only when tech research completion and tech trading occur at the exact same time. That doesn't happen super often anyway since they only try to trade with me a few times a game and I would guess that I complete techs probably
The save http://www.lifetimeprogress.net/files/SaraiTharana.EleSav All the sound options are turned down to 0 or unchecked. Doesn't mean for sure it isn't the sound, just not the first place I would look. I would really be interested to know if people can get past the turn change that happens when the hero
AFAIK, web is cast at a random target. If it is cast twice at the same target it is probably because it randomly pulled that target twice. I am kinda fine with that, because the AI is never going to be able to target that intelligently anyway and it saves a lot of man hours to fix other things.
So basically you are looking to implement Civ 5 railroads that let players get from one end of their empire to another in 1 turn? I am not going to say anything bad about the AI, I think overall it is quite good. They garrison their cities with enough force to wipe out all my cities, but I think I might rather have it garrisoning their cities than wiping me out anyway. I am not such a huge fan of giving the AI huge bonuses to everything production as a way to increase
AFAIK, there is a rule that says basically if an AI melee unit is in melee range with one of your units then it can't move. That means you can go stand a unit by an enemy melee and be 99% sure that melee unit will attack what you put next to it. The only choice it has is if there are multiple units in melee range, then it should pick the weakest target. I think that kinda oversimplifies things, but it also makes the game more fun for the player, because it rewards
AI design is done with the same people that do art design in startups. However, in larger studios (and Frogboy can correct me if I am wrong for any of this) the games are roughly made as such: Stage 1 Engine, Gameplay, Story/Quest (basics) Stage 2 Dialogues, Levels, AI (meat) Stage 3 World Design, Graphics, Sound (polish) Now you are going to need some people with skill in both science and art, some that lean heavi
Maybe it does have to do with the sound card and maybe it doesn't, but that is a pretty stupid thing to assume at this point. My job is to fix IT hardware/software problems and if you work doing this sort of thing for any length of time you tend to learn some things. One of those things is that if you can play the game from start to finish 50+ times including completing much longer games successfully and it only creates problems like these once or twice, then it's best
Well, I was playing a game on ridiculous with a tiny map and 3 other players and I was holding my own, but on the year 204, the game crashed and I was never able to play another turn regardless of how many times I reloaded. Pretty anti-climatic way to end things I have to say. I didn't get to compare mana for obvious reasons.
AFAIK, Stardock isn't a AAA studio. Why would they really be expected to make AAA games?
I think a lot of it really does come down to map size. Larger maps contain more shards by definition. The more shards the AI has, the more mana they are going to have available. The AI doesn't snake, so I think it really helps the AI to have nobody running around in its' back lines. If all the fighting is in border cities, then back in the back somewhere the AI can build shards up to 3 mana per turn each without enemy armies stepping on them and making
Make the commanders not have that stupid - unrest in city this unit is in penalty and change them to -2 -3 -4 unrest to all cities for the 3 traits. Should be easy to mod that and it's pretty sad when the game rewards you for keeping your heroes home.
I almost only play on the tiniest maps and I have still seen similar phenomena even when the AI and I had borders touching each other. Mind you with me it is more like 5 or 6 groups instead of 27, but that is where math size comes in. In tiny maps they don't have 500 cities and 30+ groups. With a handful of cities they are limited to a smaller number of groups, but they still get stuck the same way regardless.
Mind you I don't play with the largest possible maps or anything, but I have never seen the AI lose anything more than low triple digits mana on death at the most. Definitely not mid four digits or into the fives. That is regardless what the AI has chosen for their sovereign. In all my games they seem to cast every time mana is available and keep themselves permanently locked out of mana. I don't use that much mana when I play so it's not unusual for me
AI is always low on mana, like critically low. I don't think I have ever seen an AI have more than about 100 mana in a game. They enchant up their units really high giving them a huge reduction in mana generated per turn, maybe even putting them into negative generation. They can't really save up for the devastating spells for that reason, I think. I would like a hard coded rule that the AI will never suck up more than half of its mana generation per tu
A lot of times I have seen lots of enemy groups occupying the same space before. It's kinda sad that it makes Starfall and the like able to easily kill or seriously mutilate an uber huge portion of their entire force in one cast. If it happens in your territory then you can freeze them and starfalls will kill 100% of their force before they are unfrozen. There should be some check that says if they already sent a group to that space then it is unavailable to the ne
The cloak reduced the damage enough that I didn't lose any whole units, but most were at 10 - 20% after they were breathed on with many of them losing 3 or 4 figures out of 6. The dragon did the fear thing and froze my whole team then it breathed fire on all the knights I had which the combat had grouped close together. The dragon went over and was biting on the closest thing, a hoarder spider. Before it killed the hoarder spider and before it breathed again, the kni