Wheeee! So the AI might build consulates after all, which would be pretty good for Undead I hope!
Rotlung
More counterspells, or pre-emptive counterspells to deal with instant cast spells (sort of like the counterspell mode in Neverwinter Nights)? But yeah more summons would be good too! Since I really like the Undead, I'll put a vote for more Undead tactical summons. Spells like Sacrifice would be pretty interesting too (especially for Quendar/Undead with the cheap troops). Maybe something like slightly more powerful versions of particular spells that requires you to sac
This is fantastic news, thanks for the hard work, we're all looking forward to v1.7! And if I may be a broken record player and just say... please fix the Dead AI too! They really need some love (not just a new background for Morrigan...)
HELL YES. Please fix the Dead AI (actively seeking out death shards, and getting outposts upgrades would be a good place to start)! Improved AI is always welcome!!
Yeah autoresolve is really dodgy at the moment, avoid using it against shrills, and only in battles where you are pretty damn sure to win without issues (like a Strong army vs a Weak army or something more extreme). You can find a hilarious result in this thread: https://forums.elementalgame.com/451511/
Yep, this has frustrated a number of us. I made a mod to help the AI play The Dead better (though it does buff The Dead by giving them additional unit options as well as population growth from the unique Undead Improvements), but at least they aren't simply one city fodder now. https://forums.elementalgame.com/451323/page/1/#3462308 Hopefully this mod will become redundant soon, but we can keep our finge
Yep, holding off this as well, since I don't know if the AIs can play these sovereigns properly. Chances are since they're based on the original 10 factions, they should be fine, since the changes aren't as drastic as those introduced by the Dead World DLC. That said, it'd be a really good idea to fix the Dead AI and allow it to play the race as designed...
Updated to v1.21. The only change is for the mod to use the Morrigan cutscene pack added by SD in LH 1.6.
Some bizarre UI issues (no way to mass cast enchantments on units in an army?) The fact that the Dead AI is still wonky (there seems to be no comment from SD about this despite how blatant it is. Are they unable to solve it, or is it simply not cost efficient to do so?) Diplomacy could use more options - being able to pay to make peace? Or being able to donate units/outposts or even cities? What about the trade goods from GalCiv2? Lack of espionage - it seems weird tha
Hmm I guess that would require me to edit every single unit in the game (including wild creatures that attack me)? Sounds like a lot of work. I guess I'll have to live with the strategic map animations. I'll come back to look at this again when I have time. Thanks!
Yep, I tried it with a new game. I added it to my sovereign, and when auto-resolving, my sovereign (Morrigan in this case) gets struck by the enemy wildings, and then counterattacks to kill them (ie I won, but suffered some damage to my units).
I've already unchecked unit movement within tile - and it only affects in combat animations, not the ones that play when you autoresolve. The second step didn't work. I still see the attack animations when I click autoresolve. Any other solutions? Thanks!
In spite of the current autoresolve bugs, is there a way to speed up autoresolve? It always plays some animation on the strategic map (the champion swinging a sword, etc) before displaying the result. However, if one were to move the screen away from the engaging armies, the animation is skipped and the results are presented immediately. I practically do this everytime I autoresolve. It would be a lot more convenient for me to be able to skip all the animations and see the results right
I noticed that when a sovereign is modded to have multiple AI traits (to have more variety in AI behaviour between games), it selects 2 of those traits at random. This is not done at the start of the game though, but upon every loaded savegame, which is quite weird. Is there a way for this to be fixed?
Very exciting news! For DLC, I'd go with quarterly as well, as it seems an appropriate frequency with which decently-sized DLCs can be made (Crusader Kings II has probably the most successful DLCs I've ever seen). As for preferred DLC, I'd go with a (stamps pack), b (tactical battle maps) and f (quests are gold). However, I'm much more interested in new mechanics. Crusader Kings II kept adding new mechanics (sometimes with factions) that always made
Hmm fair enough. Another comment: I noticed that the irregular map settings display a tooltip that says "String Not Found", so maybe a simple description could be added, similar to those for the non-irregular maps?
Updated to v1.2. Added a few more heroes for the Undead race, and tweaked the Undead improvement AI values again. I'm wondering if there's a way to make the buildings add growth only for the AI player and not the human player, ie the AI can accumulate growth from catacombs/mausoleum/necropolis, but the human player cannot. Anyone with ideas?
Interesting, you had some undead fixes which were designed to add graves instead of population?
I really like GFireflyE's idea. All the AIs should be trying to clear their surroundings and establish territory earlier on, before letting their quirks take over. It would help the AI a lot in the long term (provided it can manage the unrest).
Sometimes, when I have a pretty large army (ie all 9 slots occupied) and I want to cast the same spell on multiple units, I need to open the spellbook, select the spell, select the army, select the unit to cast it on, and repeat this process. Perhaps it would be better if we could select multiple units in the army to cast the spell, so that several times that mana would be deducted, but I don't need to go through the spellbook --> select army --> select unit process
I'm not sure if the code allows it, but perhaps the mana cost of tame could be tweaked to be higher if and only if the beast of a much higher level and/or reduce the success rate with taming these beasts. So there's still an element of high risk/high reward for taming them in battle (chances are if you fail to tame them, they'd simply tear you apart in battle).
Wow I never knew this existed. I guess I should give it a spin for my next game.
My personal favourites would be running around with your sovereign (possibly with heroes) completing quests and stuff. City building is a little weak (it was a little stronger in GalCiv2 I think. Perhaps building space should be more limited?) in comparison but it gets the job done. Going around questing, meeting other civilizations, and having meaningful interactions with them (apart from "RAAAHH NOW YOU DIE!") have been the best parts of the game for me.
Thanks Primal! Will try out the new versions. I have a habit of not finishing the game I want to finish because I keep restarting it each time you release a new version. [e digicons]\o/[/e]
A little disappointed that nothing is done for fixing the Dead faction AI, but the patch looks good overall (fixes list is superb). I wonder if this also includes the fixes for tamed beasts disappearing as you have them enter a city, and if auto-resolve has been fixed to not have units suddenly stop doing anything (refer to the dragons in auto-resolve thread for details). Edit: Tamed beasts bug fix is indeed reported in the changelog.