bc_1

bc_1

Joined Member # 5082943
5 Posts 89 Replies 436 Reputation

With the "heroe shopping" strategy (see my post reply #5) it's possible to win consistently on ridiculous/ridiculous with max AI opponents. It's also possible to win at Civ 5 on deity regularly if not consistently, go have a look at civ fanatics: there are contests to win deity on all sorts of maps sizes with plenty of AI opponents and standard settings, and quite a few players win a lot.

48 Replies 117,317 Views

Ok I did some math for you... If deltaXP = 1.4 * lvl² + 8 * lvl, then it follows that the sum from lvl=1 to x of deltaXP(lvl) is: XP = 0,4*x^3/3+8,4*x^2/2+(0,4/6+4)*x So when does an XP bonus outweights the lost level ? The easiest way to find out is to plot these equations. Resuts: the best case for breakeven are (the best case is taking the bonus at next leveling, otherwise breakeven increases): po

31 Replies 43,999 Views

1/ AI has more difficulty settling than before: sometimes it does not settle at all. And it still does not put enough emphasis on city spamming, and does not pick the best tiles (best = geometry to cram in more cities, then essence, then production, last is food - AI seems to have it reversed) 2/ Another AI-crippling bug is still present: when a goody is inaccessible (either because of terrain or occupied by unit), AI clusters around and idles forever

106 Replies 322,355 Views

Kraxis is not the only AI having troubble settling... Both games started with 1.29 official steam beta (not 1.29frog) had this problem. I have always seen the AI having problems with settling [e digicons]:(O[/e] : not putting enough emphasis on city spamming, not being able to pick the good tiles (best = geometry to cram in more cities, then essence, then production, last is food - AI seems to have it reversed), but now it has reached new lows [e digicons]X([/e] (even

13 Replies 11,135 Views

I would argue the problem is with the AI's insufficient ability to expand (spam cities, not outposts) and to prioritize heroe recruitment. Furthermore, I somewhat resent the idea of having to chip in some more to get problems fixed... But the problem is only for players (like me) looking for a challenge, most players probably want an enjoyable ride, which FE does provide.

48 Replies 117,317 Views

Something similar but even weirder: AI1 conquers AI2's only city, but (maybe because there were more than 9 units inside) AI1 sovereign remains standing on top of city (not inside). When I conquer this city shortly after (by clicking on a building, center square talks to AI2), AI2 sovereign does not budge.

8 Replies 7,002 Views

I don't think posting saves is worth my trouble because behavior is systematic. What I am saying is that there is a difference between autosave and quicksave at end of your turn: you lose a turn. It's no big deal if it's not fixed, now I simply use quicksave instead of autosave.

2 Replies 3,657 Views

Killing the ogre may have nothing to do with the corruption, I was just trying to be helpful to get this bug fixed (yes the champ may be 6 not 5 and yes it might take a couple turns to get there that's the only other save I had). But other players have reported 1.20 save game corruption, I also had other corrupt saves since, so it's not an isolated case and needs to be fixed.

2 Replies 3,787 Views

When a green goodie is on an inaccessible location (e.g. chasm edge, should this even be possible ?) or guarded by a monster the AI seems too afraid to attack, AI champs seem to cluster next to said goodie and sit there forever. Kinda cripples the AI... Game created by 1.20 expert/expert Win 7 x64 RAM 8GB

2 Replies 3,872 Views

Set autosave every turn to check this. Quicksave before end of turn x. Autosave = turn x+1, can't move units, computer has played Quicksave = turn x, units moves at the time of saves, comuter has not played Conclusion: autosave steals turn from player, use quicksave instead

2 Replies 3,657 Views

I don't know how it was before - I only started actually playing with 1.20 (expert/expert) I feel the AI does not explore enough, does not spam enough cities, and is not aggressive / assertive enough Also the fact that mnsters seem to sleep most of the time gives a static feel to the game

42 Replies 29,382 Views

See link for save games: "after" is corrupt Game created by and played on 1.20 maps DLC no mods, O/S = win 7 x64, RAM 8GB Reproducible from "before" save: kill ogre with level 5 champ nearby, quicksave, exit game to desktop, launch game & load = hang http://www.filehosting.org/file/details/415994/EleSav.zip

2 Replies 3,787 Views

My top 5 usability issues: 1. micromanagement: add city production carryover from one item to the next 2. moving units around in strategic view: fix pathfinding, add civ 5 lookalike unit move preview or at least show where it can go with remaining move allowance like in tactical view 3. selecting units in strategic view: fix next unit cycle autoselect (when option is selected) before "end of turn", find a more user frienly to select multiple units, add split

221 Replies 587,997 Views

Hello, as a civ very old timer & FFH fan I just purchased this game. I really like the concept, but after a few turns find its enjoyment tarnished by the following "features": - moving units around: could you please implement a civ 5 lookalike unit move preview in strategic view ? it's so convenient... at least please do something to help evaluate where unit can go with its remaining move allowance (like the one available in tactical mode) - selecting units (strategic v

82 Replies 256,728 Views