webusver

webusver

Joined Last seen Member # 5007784
35 Posts 364 Replies 23,340 Reputation

There are lots of methods for human player. Train Henchmen, give Commander traits to heroes, be Noble and don't take unrest penalties from start and in game, improve Fortresses, lower rates, raze poor cities. The main problem, is that AI doesn't pay any attention to these methods and can't handle unrest at all. That's why you always see poorly developed AI cities, producing something for 50+ turns. But this problem is moddable and AI lives fine on huge maps with lots o

3 Replies 7,400 Views

[quote who="BuzuBuzu" reply="1" id="3422380"]I suppose you could create a few new tactical maps for city combat with chokepoints. You could populate those chokepoints with stationary barricade "units" that the defending player can switch from being impassable to passable. This could let any defending attack the invaders but the invaders would have to destroy the barricades to be able to melee the units behind the barricades. Catapults could do extra damage to said barricades.[/quote]

15 Replies 25,414 Views

[quote who="merlinme" reply="2" id="3422118"]The main point about slaves is they're free maintenance.[/quote] Agree. For this bonus their penalties should be noticable. [quote who="Raiddinn" reply="3" id="3422131"]The accuracy penalty is barely noticeable since roughly everything has low dodge and the buildings and commanders give tons of accuracy.[/quote] Imho, he game is rather unbalanced in Accuracy/Dodge question. I've already reduced all ways of obtaining

8 Replies 16,226 Views

Would you like to buy one more DLC - The Siegepack? Let's ask Brad to make it! It was discussed earlier and non-obstacle combat system seemed to disallow sieges. But now I think, it's still possible and propose my version. If you have any ideas, let's develop the concept and ask to make one more DLC. So, there are no obstacles in the game... No! There ARE obstacles! These are defensive tiles from Krax blood. As all remember, Krax units can make defenses on

15 Replies 25,414 Views

[quote]Has anyone been successful in this kind of setting without abusing Blizzard scrolls? [/quote] I never had problems in vanilla version. I always became rating-leader and set non-aggression pacts with everybody and later made alliances. When I repeated this strategy on Ridiculous with v.1.3. I went into modding but hope that things have changed. I'm going to try v.1.5 in few days.

5 Replies 11,711 Views

[quote who="Primal_Savage" reply="12" id="3422089"] Quoting webusver, reply 10 Great idea! This would surely help AI. But technically there could be a problem. There are 3 type of cities of 2 level. What should the unit use? This will need some testing, but the idea is right. This might work Code: xml Resource Population&

15 Replies 14,510 Views

Quendar often uses very strange units - slaves, who have -10 accuracy, but are armed and armored with best equipment and items. But because of their -10 Accuracy they are of low efficiency. The main idea of slaves - be cheap cannon fodder for a sovereign. So should slaves be limited to common weapons and armor? Or limit them just to leather armor and blunt weapons? What penalties should a slave have? Is -1 Attack, -1 Hit point better than -10 Accuracy? Would it be inte

8 Replies 16,226 Views

[quote who="parrottmath" reply="4" id="3421839"]Why not set a prereq to prevent the AI from building pioneers until the city is level 2. That would mean the AI will never create pioneers from a city level of 1. I think that would be a good mod for this as well.[/quote] Great idea! This would surely help AI. But technically there could be a problem. There are 3 type of cities of 2 level. What should the unit use? This will need some testing, but the idea i

15 Replies 14,510 Views

[quote who="Fallenchar" reply="1" id="3421742"]3: Why? In my games, I always see AI pioneers everywhere...are you sure they settle less than human players?[/quote] AI doesn't plan city growth. Human player can rush his city to 2 level and then quickly produce 2 pioneers. Human player wisely casts spells which increase food and growth of a city. Human player settles on the best tiles. So AI should have his own "knowledge" of how to survive against wise human player.

15 Replies 14,510 Views

[quote who="dawgs4ever" reply="122" id="3421564"] Any chance that the Mob AI will begin attacking NPC AI units? I know that if I have a pioneer and a spearmen running around together and they end a turn next to a wandering mob, that the mob will attack them 99.9% of the time. However, whenever I see NPC pioneers running around and they end the turn next to a Mob, the Mob does not attack them, which makes it very easy for the NPC on higher difficulty levels to expand without

137 Replies 247,160 Views

I thought could it be a good idea to make 3 types of pioneers: 1. Costs 30 population and builds only settlements. 2. Costs 5 population and builds outposts and roads. 3. AI only unit that costs 5 population and builds settlements, outposts and roads. Thus human player will have additional choice and AI will settle quicker.

15 Replies 14,510 Views

[quote who="kwm1800" reply="10" id="3421376"]Food, with all of workarounds, is the least concern. You can always increase food regardless of grain the tile has. But you CAN'T increase production as easy as you can on food (read: very limited)[/quote] [quote who="Fallenchar" reply="11" id="3421388"] Base food per grain is 25, not 20. IMO, food isn't as important as production, except for your first city. If you have access to Sovereign's Call, 2 or 3 G

30 Replies 45,580 Views

[quote]I have a 4/3/2 a 3/3/3 and most strangely a 2/3/4. can I use the latter as a starting city or will it be pop capped? [/quote] To grow to 5 level city you need 5 food. So in al cases you will be capped. The less food the worse. You can add some more food by spells, so 4 is enough. If you have wild grain near, then 3 is enough. But you can live well without 5 level city. 4 level city is good enough. You need essence to have unit enchants - there are 4 enchants.

30 Replies 45,580 Views

[quote quoting="post"] I posted a few times about a game I had where the AI went absolutely nuts in the power ranks. It recently came up again in another thread and I was thinking about the differences between that game and all the other games I have played where they generally perform terribly. The notable things about that game that I can think of were: 1) The AI had half the map uncontested 2) They were playing a race I designed 3) Wh

12 Replies 18,498 Views

[quote who="Raiddinn" reply="72" id="3420760"]I never see stuff taking 50 turns for the AI to make, but it's hard for the AI to get more than 4 or 5 cities on the tiny maps that I play on.[/quote] Install Patchwork mod and see that AI settles quicker https://forums.elementalgame.com/450250/page/1/

79 Replies 220,006 Views

[quote quoting="post"] Please correct me if I am mistaken but the current implementation of bows and xbows in game feels very weak. Trainable units with bows and champions using bows alike just seem very lackluster. Any defense at all on an enemy and they do such poor damage. Is there a currently in game method that I am unaware of that makes these decent? Are there mods out there that correct this already implemented? I could not find any in the stickied mod list.<br /

8 Replies 5,696 Views

[quote who="DsRaider" reply="10" id="3420205"]Do you ever find AI champions to be threatening? [/quote] In my Patchwork mod https://forums.elementalgame.com/450250/page/1/ AI champions are quite threatening. AI usually quicker gets fame and top-level heroes who are serious challenge to human player.

58 Replies 239,235 Views

[quote who="DsRaider" reply="66" id="3420452"]Secondly, my current pet peeve is how the AII never builds any production, troop training, or unrest buildings. This allows me to easily out produce them midgame. Seriously I always build workshops and bell towers first in brand new cities as it allows them to develop quickly and catch up. In fact these are some of the few buildings I rush. The AI seemed to like building troops from it's low level border cities, even the newly settled ones. I

79 Replies 220,006 Views

[quote who="smeagolheart" reply="7" id="3420249"] 5. Hero classes rebalanced and all of them highly valuable. How is this accomplished? What leads to your opinion that they are all now highly valuable.[/quote] Mage has additional traits that give more mana per turn, increase his spell power and spell damage. Assasin is good as it was. I just made some trait branches closer a bit earlier to gain. Assasin lost Rain of arrows, which is now

381 Replies 1,647,881 Views

[quote who="Borg999" reply="7" id="3420161"]Yes, this is the primary issue. It simply makes more sense to "invest" in trained troops rather than a champ.[/quote] Shame! Shame! The game is called Legendary Heroes, not Legendary Henchmen or Legendary Units... Solution already exists. It's possible to mod. For example try the Patchwork mod https://forums.elementalgame.com/450250/page/1/ Heroes are Legendary there.

58 Replies 239,235 Views

[quote who="Raiddinn" reply="64" id="3419753"]I don't think I would use the calming trait very often because I am not an ICS kind of player, but all the AIs are ICS AIs so it should help them a lot, especially since they produce many more units than I do.[/quote] The best help for AI is the help which doesn't need any actions from AI. Who knows, will it act so or not?

79 Replies 220,006 Views

There should be events of information that AI developed a fantastic power technology which is not inthe tech list and thus not available ti human player. For example, some day comes the message that Trogs discovered ancient monument and decipheres new techs as Bunny Slippers which give flight and complete immunity from normal weapons and Giant Lolipop which makes holes in teeth! All human players cry in fear: "O My God, they invented Bunny Slippers and Giant Lolipop. We can't fight agains

2 Replies 10,387 Views