I found that in v.1.7. there is 0.0 instead of 1.0 which was in 1.6. this is in CoreAIDefs file. Do you have the same? 1.7. also features new threat estimation scale. Perhaps this is the reason why AI loses its units (not only heroes) too much. I played several times with 1.7. and also was disappointed that AI was so silly. If I set <AIPriority InternalName="Goodie
webusver
[quote quoting="post"] Hi all, I know DSRaider has done work on this, not sure if anyone else has mucked about with it.... I'm finding the AI has a tendency to spew out cheap units, rather than go for the higher quality ones. In my mod that i'm currently testing i've got a few units that are similar to slaves, i.e. they are cheap cannon fodder and cost no maintenance. The AI seems to love them and churns them out like hot cakes. Th
[quote who="KamratMjau" reply="376" id="3478482"] Yeah, in Patchwork it's insanely easy to max out initiative, especially if one uses custom factions. The combination of the Quick racial trait with the General class, the Fast unit trait and staves or swords is kinda insane. Thinking of lowering the bonuses from Quick and General to 5% instead of 10, and the Fast bonus from 2 to 1. [/quote] Right you are. Soon there will be an update compatible with v.1.6. and
Better make Siege Pack DLC. Look how great are sieges in AoWIII!!! But AoW lacks charisma - ugly male heroes and poor unit animations. If you make Siege pack DLC then FELH could be better than AoW in most cases.
[quote who="rugby9" reply="354" id="3459898"]Hi Webusver, thank you for providing such a great mod. I would like to add roads back in as I just cannot take the default roads (I really like paving everything...). Would you be so kind as to tell me how? If you are too busy I completely understand. I have an idea how to do it, I just do not know exactly where your changes were made. Thanks again for providing such a great experience. - J[/quote] But you still have this option - create
[quote who="daskallu" reply="352" id="3456898"] Hey and thank you for this really nice mod. I installed it after 50 hours of vanilla Legendary Heroes and I love how much this has changed the experience. Combat and the AI are now much more engaging. 1. I have a few questions however. I think the races are too much the same now. Everyone seems to be either "quick" or "lucky", there's not much variety. So I changed some of the races as follows: t
Ops, thanks to g0jira an issue was found "race skill 10% of attack gives 1%". And fixed. The new update was uploaded without changing mod's version.
Ops, thanks to g0jira an issue was found "race skill 10% of attack gives 1%". And fixed. The new update was uploaded without changing mod's version.
[quote]Do anyone have any tips for playing the race, are they any kind of half decent at all?[/quote] I can suggest to play Patchwork mod. Undead AI is one of the strongest and aggressive there, if not the most dangerous AI opponent.
You can get v.1.6. here http://www.nexusmods.com/fallenenchantress/mods/1891/? I had intensive gameplay during this month and made lots of balance polishing to Patchwork mod. Road building trait was made more expensive because otherwise it makes expansion of human player very quick. Default sovereigns have predetermined paths. So Lady Procipinee will never be an assassin but always be mage. All custom
The mod is updated to v.1.6. http://www.nexusmods.com/fallenenchantress/mods/1891/? I had intensive gameplay during this month and made lots of balance polishing. Road building trait was made more expensive because otherwise it makes expansion of human player very quick. Default sovereigns have predetermined paths. So Lady Procipinee will never be an assassin but always be mage. All custom sovereigns
[quote who="Crastiloowa" reply="346" id="3450373"]Might also have a look at Primal_Savage's solution here: https://forums.elementalgame.com/451107/page/6/#134 ...which uses high-priority items in the sovereign inventories to determine the sovereign paths.[/quote] I might say this is a very clever idea but it is not mine and human player may receive an artifact... can it give the second path if player uses it being at 3 level or later? Two paths could make
[quote who="Crastiloowa" reply="344" id="3449802"] Quoting webusver, reply 341It's impossible to force AI sovereigns to choose certain paths unless all sovereigns somehow start at 2 level and have predefined paths. Could you just give all the AI sovs "veteran" trait and pre-select their path for them then? Couldn't really do either-or choices or force them into "specializations" (e.g. summoner) but it might be better than seeing another Ceresa-Warrior or M
[quote who="Sentinemodo" reply="340" id="3449274"]For the higher level difficulties - would you be able to mod that AI sovereigns start at level 3 with the first two essential pick already taken?[/quote] It's possible to add levels for ai only units, which can not be accessible by human player, but all sovereigns may be available to human player from start, so I don't know any way to add levels for sovereigns that are managed by AI. Though it's possible to add more hit poi
[quote who="Sentinemodo" reply="340" id="3449274"]That is good that AI chooses governor for champions, the question is whether they take the paths most suitable for sovereigns? Ceresa/Procipinee - mage summoner Magnar - mage evoker Irane - assassin - archer Kulan - assassin - melee Markin - defender Verga/Relias - warrior - melee Carrodus - warrior - commander Krax - governor [/quote] I
[quote who="Sentinemodo" reply="338" id="3449169"] Hi, did you manage to fix the issue of ceresa not taking mage and similar?[/quote] Yes this was fixed. AI sovereigns and 1 level heroes may take any path, but their favourite path is Governor. This results in that 30% AI sovereigns are Governors and other 70% all other paths. The last version 1.5.2. has all bugs fixed. BTW, AI also actively uses summoned mounts and in my gameplay I regularly encounter AI units mounted on
[quote who="Sunray242" reply="335" id="3448848"] Just to make sure, what is the order to install the mods and patches listed here: http://www.nexusmods.com/fallenenchantress/mods/1891/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallenenchantress%2Fajax%2Fmodfiles%2F%3Fid%3D1891&pUp=1 I think we need patchwork 1.4 with all the mods? Thanks![/quote] v.1.4. is already outdated and is not compatible with last
[quote who="Sunray242" reply="332" id="3447434"] Small bug found with items: Vial of poison and spider venom does not stack when both are equipped.[/quote] I tested this in pure Patchwork mod and both these items are equipped together. Perhaps this is the idea of one of the mods, but not the core Patchwork. [quote who="Sunray242" reply="333" id="3447566"]Another idea: Would it be possible to have a copy of all of your patchwork compatible installed mods folder
Found at last! This issue comes from Necromancy Revamped v.4.2. After unstalling the new v.4.3. this issue disappears. Necromancy Revamped v.4.3. doesn't have this issue!
[quote who="Sunray242" reply="26" id="3445549"] In the city build screen, there is a building improvement (1 turn) which is a blank square. It's still there, is this normal? Thanks![/quote] I also had this issue, but now It's gone. I'm not sure why this happened. I deleted all mod folders, then reinstalled only Children of Storm mod, then pathed it and I have no issues like this. Perhaps it comes from some other mod. I'm sure this iss
[quote who="Dhuran" reply="104" id="3445396"]New version is up.[/quote] Great news! I just have finished my modding work and now ready to play!
Children of Storm compatibility patch is updated today to v.1.1. Previous version was rather buggy and lots of non-working features were fixed. Summoned mounts are also available to CoS factions. CoS and vanilla factions were balanced and updated. To install the compatibility patch you must overwrite existing folders with the new ones. If you delete them, then install original mod and then the compatibility patch.
Patchwork mod was updated to v.1.5.2. AI should use magic mount more often. This feature is also added to the new version of Children of Storm compatibility patch which was also updated today to v.1.1.
[quote who="Bobson Bob" reply="328" id="3444636"]I guess this makes early game rushes with slave units very potent.[/quote] May be. But AI also has units with discounts. I made these discounts to let AI build more massive armies. I hope AI understood my intention. ;-)