dihir

dihir

Joined Member # 4881110
21 Posts 282 Replies 803 Reputation

In my first Sorcerer King campaign, initially the doomsday counter would advance every ten turns, and in events. But after a time, it started advancing every turn. And, since there was no feedback about this, except for the counter itself (which seemed to be accelerating), I do not know if this is some kind of bug or a feature of the game. But that is ok, I guess, because I can always play other games...?

0 Replies 12,473 Views

[quote who="Primal_Savage" reply="2" id="3600913"] Master Scouts works perfectly fine (No penalty in Forests/Swamps and on Hills/Rivers) [/quote] I could not prove to myself that I had a "Master Scouts". Nothing showed up in game to confirm that I had any such thing. And it has been years since I played this game, so my memory of the details has been foggy.

4 Replies 22,570 Views

So... I have been away from fallen enchantress for some time, and thought I'd play a quick game. Remembering being crushed repeatedly before, I decided to play Lady Irane and Tarth... That did not work out so well. Apparently, while the game still describes Tarth having master scouts, they do not actually work properly. So when I try and move my units, they pretty much always stop on the (1) position. And, ok, I get that there's a lot of work which goes into a

4 Replies 22,570 Views

I have a save game, in 0.91, where I have a territory which is not contiguous with capital. But since Publius also provided one, maybe mine is not necessary? My issue arose, I think, because when I planted my outpost between between my city and my capital the territory of that city did not quite reach the outpost. A few turns later it expanded a square and should have made the connection, but did not. (I noticed the issue much later.) Edit: the above report is old, so maybe <a

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[quote who="kona0197" reply="344" id="3302842"] Quoting starkers, reply 342but when it comes down to the demands of video creation, conversion, editing, I'm always going to turn to my desktop PC, where I am assured of ample CPU power, memory, graphics. Funny you say that when the professionals use Apple computers to do that kind of work. [/quote] Yes, you are absolutely right. An issue that many people in this thread seem to not be understanding is that you

476 Replies 1,486,212 Views

However, they are not really "one per game". In the current game, anyways, if another faction builds one and then you take the city which contains it and then destroy that faction you can build another one and have two of them.

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[quote who="petrossa" reply="336" id="3302761"]We are not talking a year or 2 here. It's a long term vision. But it's 100% certain because it makes perfect sense. That is how a well designed cashcow should work. Apple became very rich by it. This open system is not in MS's interest now that the desktop monopoly is caving in. [/quote] There will certainly be a push to adopt "apple-like features", but if microsoft does to much of that they will be playing a

476 Replies 1,486,212 Views

@cokke Note that if mobility is high enough you might not need a two pronged attack. Note that if magic is high enough you might not need an army. I do not know if these are worth coding offensively, but Pariden and Resoln can be rather nasty, magic-wise. Magic is weak in the early game, and the costs of using titan's breath and cloud walk frequently can be high, but high magic with high mastery trumps even dodge troops. (Procipine can eventually get

84 Replies 214,589 Views

I have not been loading autosaves to check turn numbers. I only have been loading autosaves to recover from UI difficulties. And I remember that there was a time when I lost a full turn when I had it set to 1 instead of to 0. Perhaps the issue is not what I described, but instead there is an occasional bug where 1 skips a turn? (That would probably have been 1.01 or 1.02.) I suppose I could change it back to 1 to see if the problem recurs, but I do not see that I wou

14 Replies 10,351 Views

[quote who="nDervish" reply="9" id="3301817"] Quoting dihir, reply 7Details: I have autosaves set for 0 turns between autosaves, so I get an autosave at the end of every turn. Note, however, that when I reload an autosave and then hit end of turn, my "previousautosave" and my "autosave" will be for the same turn, and this might bother some people If that does bother you, set it for 1 instead of 0. Although it might be worded poorly on the options screen, the

14 Replies 10,351 Views

[quote who="Sentinemodo" reply="13" id="3301845"] possible but boring. believe me. always spearmen and archers en masse. been there, done that[/quote] Possible without spearmen and archers, for some factions...

15 Replies 8,964 Views

[quote who="Nick-Danger" reply="51" id="3301878"] Wouldn't 'distance between cities/armies' only come into play for units deemed by the AI 'surplus beyond required city defense'? [/quote] I do not understand this reasoning at all. I often find myself moving defenses between cities, when they are threatened. And, in my opinion, the logic needed to emulate this behavior and generally to estimate how many defenses are sufficient would be much s

84 Replies 214,589 Views

[quote who="Nick-Danger" reply="40" id="3301803"] Other problems don't seem to be affected by map size tho, such as the AI not having decent defensive troops in their cities while they have stacks outside cities wandering around, or not trying to retake undefended cities deep into their empire, or not using mid-level spells like tremor/freeze to slow player attacking armies.[/quote] I think that this would also be affected by map size -- defenses are not a stat

84 Replies 214,589 Views

Note also that it is entirely possible to beat the all the AIs without using any crystal or iron resources, even on insane, and even when the AI has these resources (though of course combining all of these makes the game quite difficult and victory is not guaranteed).

15 Replies 8,964 Views

I sort of like the pathing algorithm -- it teaches me things about the game. But I do not like its user interface and I usually regret using it. When I am feeling experimental, though, I try using it for my first movement in the turn. If I do not like what it does, I reload my last autosave. Details: I have autosaves set for 0 turns between autosaves, so I get an autosave at the end of every turn. Note, however, that when I reload an autosave and then h

14 Replies 10,351 Views

My thought is that the game offers a variety of mechanisms for defeating and evading opponents, and each of these mechanism is worth exhaustive focus (ignoring all other issues in initial considerations). Damage can come from attacks, from skills, and from spells. Damage from attacks can be avoided by armor, by evasion, by moving properly, by spells, and by defeating the opponent, and by treaty. Any viable strategy should make at least one defensive mechanism a priority and shou

84 Replies 214,589 Views

[quote who="TruthPolice" reply="13" id="3301312"] With regards to the AI, spells are cast as explained in this thread, https://forums.elementalgame.com/438446 "they are in nearly every file under the english data section, everywhere you see an AIpriority tag and a value, that is the weight some decision algorithm assigns to that game element. Spells, equipment, and traits each have these. CoreAIDefs.xml has the weights on the main game ideas. Hundreds, maybe thousan

22 Replies 24,057 Views

You can sometimes push your borders, by gaining influence and/or by getting bonuses to your zone of control. Sometimes you can shift borders just by planting an outpost next to your opponent's border.

22 Replies 24,057 Views

[quote who="willie sanderson" reply="15" id="3301237"] Have to disagree with you because back in the 80's and early 90's two games come to mind that only had 2mb to 5mb of programming and both could and would STOMP a human player on NORMAL settings. Those were "War of the Lance" by SSI and "Centurion:Defender of Rome" by Kellyn Beck and Bits of Magic . Then not too long ago Slitherine made a game called "Spartan" v1.013 that would STOMP humans on Normal settings and players

84 Replies 214,589 Views

[quote who="xpyre" reply="18" id="3301039"]Right now it appears that they are playing a game without any plan (or real desire) to end the game. [/quote] I suppose a problem is that they do not have any victory condition (except beating the player, and the best strategy there would be all AI sovereigns team up to defeat the player).

19 Replies 50,162 Views

[quote who="willie sanderson" reply="13" id="3301198"]Cmon now how hard is it to make an AI that will STOMP us humans?[/quote] In terms of raw processing power, modern computers are dumber than insects. We rely on human insight to turn their capabilities into something useful, but ultimately that use is still a reflection of human understanding. In other words: this is hard.

84 Replies 214,589 Views

Another path for resoln involves optimizing for death shards and mana and sacrificing (and perhaps razing, if the opponent is high risk and the city has improvements that would significantly increase that danager -- but this involves some kind of risk estimation feature that may be hard to implement) threatened cities which have no essences for mana.

19 Replies 50,162 Views