This all has to do with the sequencing of the AI I think. I once had the AI ask for peace, which I accepted, and their army near my city attacked my city immediately after--while at peace!
Fezziwig
[quote who="coyote303" reply="19" id="3430378"] Quoting Fezziwig, reply 18Hmm..it doesn't appear to work that way for me. I'm not using any mods that would appear to affect that. I just tested this to be sure. If you are neutral with someone, you can use their roads freely. However, if you are at war, their roads in their territory won't give you any movement bonus. [/quote] In Civ you can't even enter your opponent's territo
I am finding that the Ceremonial Armor at least some of the time doesn't show up on my hero and the hero is essentially bare chested. Not sure what is causing that.
[quote who="coyote303" reply="17" id="3430305"] Quoting Fezziwig, reply 16As in Civilization, enemy armies should not be able to use roads within your area of control freely-they should be treated as using the terrain as is. This is how it works now.[/quote] Hmm..it doesn't appear to work that way for me. I'm not using any mods that would appear to affect that.
I'd add AI balance as well. In games where Yithril is one of the enemies, they almost always jump out ahead of the other AI factions by a significant margin early. I haven't explored the reasons for this, but it's worth noting. Some other things I'd like to see addressed: 1. The Beastmaster trait and tamed creatures bug is terrible. 2. The Dead are a mess as far as the AI is concerned and present NO challenge on any level.
It's a bug. You can see everyone's frustration in the other thread in this forum about the tame beasts issue. Hopefully in the new year we will get some love to help fix this bug and other issues.
[quote who="jclaiborne" reply="20" id="3429160"] I logged in today just to see if Beastmaster is still broken and YES it is! What a loser company Stardock turns out to be. I will now delete Galciv2 and LH from my computer and look up their address so I can throw a ... through a window if I am ever in the area. Good news is that Paradox Interactive is making good games now. I will make sure to write them an email to REMIND THEM : NEVER EVER HIRE SOMEONE FROM STARDOCK! [/quote]
And they really need to work on the "roaming" monsters issues. Monsters that are guarding loot locations inside special wild lands areas should NOT be roaming around. It's ridiculous when the AI or I can run around looting these unguarded locations early in a game without having to kill anything. This would cure all the weird stuff as well with Vertrar and other major wild lands bosses. Also, in the ruins of Imperium Wild Lands area, often when you
[quote who="DsRaider" reply="28" id="3427197"] No not really. AIMisc+ adds a bunch of completely new units and overwrites some units from CoreUnits. Overwriting CoreAIUnits would be a lot work when it's not needed and can just be deleted. It's full of very bad community designs.[/quote] Got it. So the units you have in your file provides better units than what's in CoreAIUnits so that's why we can just delete it to avoid the AI making those other units in t
[quote who="DsRaider" reply="26" id="3427135"] All the files can just be placed in My Games\LegendaryHeroes\Mods. I'm not sure if placing the AIMisc file in the steam folder will work properly. Thanks for trying out the mod. [/quote] Sorry, I should have been clearer. I didn't mean putting the AIMisc+ file in the Steam folder. I was just trying to clarify that the contents of the AIMisc+ file contained the units that replaced those (and added new o
DSRaider - I think I've got the mod installed properly. I removed the AICoreUnits folder from the Steam folder as you mentioned. I assume your AIMisc+ file replaces it? Just trying to make sure I understand how the files interact. Thanks.
Yeah, it would be nice if the quest gave some better instructions on that third step. I think it says something like bring the sword to the tile, but never says you have to unequip it.
[quote who="Leo in WI" reply="132" id="3425730"] Think Brad has said they have plans for more DLC and at least 2 more updates/patches.[/quote] Well, we could use a few important fixes right now. There are a few bad bugs that shouldn't be too difficult to address, and we haven't heard anything from Stardock for a while.
I have noticed some very odd behavior along the lines of the original poster too. I notice I tend to get items that I'm guessing are around the same random number sample. For example, in games where I find bows as loot, I tend to find a LOT of bows.
[quote quoting="post"] I got so frustrated I deleted the game. I have some off days coming up, and I'll do a clean install and try to see if I can get some saves (if it still happens). But I had more end-of-turn hangs (where I would hit end turn, nothing happen, have to save, load from save, then hit 'a' to end turn) and crashes than I ever had in 1.4. I would get a hang or crash ever 12 or 15 turns. Really frustrated me because I saw a dramatic improvement in 1.4
[quote who="StevenAus" reply="12" id="3423162"] If there is a city too close, you don't have the settle tile. I don't think there is any requirement to kill all the armies and/or clear all the lairs in Imperium to settle the tile, although you have to get most of them in order to get a pioneer through. I think you must have an AI city that is too close to the normal settle spot.[/quote] That must be it, although I don't see anything super close to the are
[quote who="parrottmath" reply="10" id="3423014"] The imperium always has the settle tile. Sometimes the AI will settle two closely to make this tile visible at times, but it is there from the beginning of the game.[/quote] Hmm...there is no visible place to settle in my save game. I'll try to post a link to a save game shortly. I figured it was because the golems started roaming around the map and I haven't found them all. Here is a li
I noticed in a recent game that the Obsidian Golem guardians of the Imperium ruins wildlands area immediately started wandering all over the map at the beginning of the game. This obviously makes it very difficult to clear Imperium as you need to hunt them down.
Well, nobody has mentioned this yet, but targeting by units like spiders is still a problem. Spiders routinely web a unit that has already been webbed, or beguile a unit that has already been beguiled. The AI choice of targets has definitely been improved overall (not choosing ranged units as much, etc.), but I think the AI is processing its moves so far in advance it fails to check to see if the unit is already affected by the effect in question.
[quote who="coyote303" reply="3" id="3422491"] Outpost Upgrades: 100 percent disagree! I think they have outposts just right. [/quote] I think we can all agree that the AI needs to be able to use the upgrades, however. Right now you are essentially cheating if you build upgrades. If the AI cannot be programmed to use them, then they should be changed so that the AI can use them. If that means they need to be simplified, then so be it. A chang
I'd like to start a thread about the Defender class. I've long found the class to be full of annoying skills that don't make the class that worthwhile. I've often felt the class should just be rolled into the warrior class and give the warrior a more defensive branch. First, "Guard" is next to useless. It is far too dependent on priority (something we have little control over) because as soon as the guarded unit takes its turn the defensive bonus is gone.&n
What Stardock really needs to do is figure out if they can get the AI to manage the Dead properly. Although it was initially an accident, I think they were CORRECT in not having the Dead be an AI controllable faction. They basically end up sitting at around 15 power by mid-game at best, and are usually eliminated. It's made it so I can no longer play against random sovereigns for fear that the Dead will be selected and unbalance the game. [quote who="MadCowKing"
Yep, and it's still a rather crippling bug because you cannot clear out the Vetrar quest and wildland area if you kill Vetrar outside the area. Although you get the sword and city item bonus, the quest doesn't complete. Derek, this really does need a fix.
I made the edit as you suggest, but nothing happened in my save game. Would it affect save games or would you need to start a new game to see it work?
Ok, I got Raza the Wild as a champion for the first time since the ability for summon creatures got added. Much like the AI failures, I used Raza's ability to summon a Wilding and NOTHING HAPPENED. So there is clearly a problem in the coding somewhere. I have mods DISABLED. Maybe this is due to an army size limitation or something? Not sure why it happens to both the AI and the player.