Of course MP is nice because AI's suck so much, but games such as FE are just not very convenient to play as MP: the logistics are just too tedious for people with a real world life... Yes Civ V does have MP, but how small is the Civ V MP community compared to the global Civ V community ?
bc_1
I purchased FE via steam, so I can tell you steam does not even need to be launched to play the game: it's only used as a game content delivery system, and only needs to be used for installing and updating the game. All of which is just fine in my book (I don't like having steam run in the background when playing offline games such as civ SP)
Yes beastlord is a bit OP, it gets you all kinds of powerful spiders, bears, river lizards with a nasty byte... There are also heroes who can summon a cave bear "Uteran" or somthing like that. It's even better because if it dies in battle you can still summon it the next time.
While ideally it would be nice to increase game difficulty with a more competent AI, without altering game mechanics and keeping all options open to the player, that's unfortunately wishful thinking. If we want to play more challenging single player games, that means higher levels and tradeoffs to be made. To avoid excessive penality to player experience, these need to be based on an analysis of both game mechanics and AI weaknesses, not on what "should feel right". I have been pl
Screwing balance in favor of the AI: that's exactly the point of higher levels (although I would agree that artificial limit in total # of cities, if confirmed, should be fixed to something not limiting in terms of gameplay) I am not suggesting to replace all existing AI perks with this one, only toning down slightly the long term perks in favor of more initial perks
[quote who="OliverFA_306" reply="40" id="3324197"]That would only slow initial expansion. Not sure if it's worth.[/quote]Initial expansion is vital to winning the game on higher levels [quote who="OliverFA_306" reply="40" id="3324197"] If I remember correctly, gold/research production increases exponentially with each city level, so a level 5 city is like 32 level 1 cities. [/quote]To my knowledge city level only gives you a free building which gives a few perks...
Another exploity use of them is for the diplo victory: since you can ally every leader save one, pick that one as the easy pushover. (actually the alliance mechanism is yet another game feature in need of a balance makeover, as currently implemented it's only a domination victory shortcut)
We can all read, but did you actually get it to work ? If so, how ?
Tinkering with pionner cost or gating them is not a good solution. Balancing mechanisms are sorely lacking in the game and must be added. There are several simple solutions to be copied from civ, as well as other ideas: - increase the benefit of large cities: tax, research, food & production becomes strongly (ie linearly or more) correlated to population size (kinda makes sense btw...), replace faction prestige by city prestige f(population, buildings) or give some buildin
She's done that on earlier builds, and she's not the only one doing it...
The spell should be more demanding at least tech-wise, but the AI should not refrain from trying to complete it
I don't watch utube, I don't know how to mod XML files, I only play the game but that kind of counts as first hand experience for me [e digicons];)[/e]
That only proves that not all players have the same abilities...
[e digicons]XO[/e] [e digicons]X([/e] [e digicons]:annoyed:[/e] [e digicons]>_>[/e] [e digicons]:rofl:[/e]
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.
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
Is this intended ?
It has not changed as far as I can see in 1.29b ... AI can still become clueless when encountering obstacles while trying to go somewhere
That's approximately: deltaXP = 1.4 * lvl² + 8 * lvl
And how is it working out ? It's not too difficult to out expand the AI and set up a strong start, but overwhelming every AI is another matter... What I am also having troubble with is understanding how they cheat, in order to determine an appropriate strategy. OK they get 200% HP, unlimited gildars, immunity against monster attacks... but do they also have 100% techs on turn 1 ? it seems that some of them are able to start building towers for the mastery spell as early as turn 10 or 20 ?
The AI is such a sucker you should be taking advantage of it rather than the opposite ;)
It was the same with 1.20
OK I'm exploring ways to beat the game on insane ATM, so I have custom sov & faction
If XP leveling progress is geometric and XP bonuses are linear, they are quite worthless IMHO
If it were possible, I would prefer smarter AI play... "favored" or "perked" (ie cheating) AI is only the next best thing