[quote quoting="post"]Balance Unreleased: Champion Recruitment cost gets gradually more expensive based on the # of champions the player has [/quote] UNbalanced since this will simply make the adventurer trait a must have (it' already quite OP), or make the use of the "steal siprit" spell systematic to avoid excessive hiring inflation (keep only the best heroes, use the dud heroes equipment & traits - it's still good value). Please find a better fix...
bc_1
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
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
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.
After a couple of weeks playing the game on my spare time, I find the AI (even on 1.29frog) not sufficiently challenging on expert/expert, so I moved to ridiculous/ridiculous. The key seems to be city spamming (it's fairly easy to outexpand the AI by a factor of 2), beeline for tech which allows to recruit high level heroes, scout agressively to hit all the "old libraries" and hire all of the heroes (the AI is not very competent at either). Don't hesitate to scout deep inside
[quote who="Alstein" reply="74" id="3319045"]That said, I suspect weak vertical expansion helps the AI- is that true as a general rule?[/quote] I would think humans are better at both (vertical + spamming), but the AI can (and does) cheat at higher levels to counter this. The issue with FE is that there is no balancing mechanism to counter city spam benfits + the cost of buildings is so high (both techwise and production).
[quote who="Alstein" reply="72" id="3319031"]the ancient libraries seem to be only +1 research. Nice, but not as important as clay pits, and no more important than most other improvements.[/quote] I am talking about the +20 or +100 single shot ones, not the resource types (which I prefer to clay pits, BTW: early tech trumps production)
I really appreciate the AI work... [e digicons]\o/[/e] But there seems to be 3 fundamental things the AI (or its coder ? [e digicons]O:)[/e] ) does not seem to understand correctly about the early game (expert/expert) : - AI neglects early city spam: since the game has no mechanisms to check expansion (corruption, happiness, whatever), early city spam is essential. I see too many idle settlers and too many outposts being created while city real estate is availabl
1.30 = great news ! If you're looking at the diplomacy system, one thing that should also change is the tech agreement: today the best deal is the cheapest (with weak AI) since it gives a bonus as a % of OWN tech, so you get something and AI gets crumbs (and the expensive ones: you get the same and AI gets lots). It should be the other way around: tech agreements should provide a % of the OTHER player's tech rate , s
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.
Yes this would be useful (civ 5 has had this feature for a couple of years)
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.
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.
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
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
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
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
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
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