Fezziwig

Fezziwig

Joined Member # 4955257
26 Posts 115 Replies 9,000 Reputation

[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

20 Replies 23,183 Views

[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.

20 Replies 23,183 Views

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.

20 Replies 23,183 Views

[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]

37 Replies 33,125 Views

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

20 Replies 23,183 Views

[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

81 Replies 298,899 Views

[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

81 Replies 298,899 Views

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.

81 Replies 298,899 Views

[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.

137 Replies 247,065 Views
Reply to N/A in FE Multiplayer

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.

40 Replies 83,789 Views

[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

8 Replies 9,424 Views

[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

13 Replies 10,088 Views

[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

13 Replies 10,088 Views

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.

0 Replies 3,358 Views

[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

20 Replies 23,183 Views

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

0 Replies 3,202 Views

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"

21 Replies 70,023 Views

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.

3 Replies 4,776 Views