The frequency of changes to the mod is getting a little confusing, especially for those of us who wish to use the newer versions while not using every aspect. Now that the modified prices are incorporated into the RNG series, how do I keep them out? Is there a version that modifies AIPriorities without modifying the prices? Thanks!
Rotlung
Now we can all wait for the real Valentine's day gift! [e digicons]:smitten:[/e]
That's very hilarious, if also equally tragic. This, coupled with the Tame bug and Dead faction issues, are some of the key fixes needed for 1.6 in my honest opinion. Not accounting for position and ranges in autoresolve is fair, but as long as it doesn't provides too far from playing each combat manually but choosing the option to let the AI take over your units, it should be fine (actually, does simply letting the game run the combat in full with each auto-resolve, but without
I'm interested in your Diplomacy AI Relations file. I guess this should mean less wars in general, and general better relations overall (so I won't eventually get my ass kicked simply because I'm weaker than another faction)? Would this also mean the AI would be more likely to cooperate with each other, and they might actually form alliances (I have not seen the AI form alliances on their own, since they're almost always fighting one another). As an
Ahh that makes it so much clearer now. Thanks, Primal! Interestingly, the original CoreAIDefs doesn't have city improvement priorities for Economy. So what happens to those?
My personal favourite would be the Dead and Pariden. I'm also a real sucker for Undead units and Undead factions, and I like factions more based on magic because I really love that stuff. Resoln is a lot cooler, but somehow I tend to do a lot better with Pariden. I bet the arcane monolith has something to do with that...
Regarding the DLC04 AI Priority fixes, what does the tag Economy do and how does it differ from Prestige? I've set it to Prestige in my mod, but only to make it much more likely to produce it. Edit: You are right, Primal. I guess I haven't looked at my own mod for quite a while. I used Prestige for a much earlier version.
Yes to disable rotation for strategic (I never use it). Yes for tactical if those view-blocking terrain is removed or modified to be less obstructive to the player's view. Thankfully, those aren't too common... Really glad to hear for more updates and having fixes backported to LH.
Yeah it should be moved back, right alongside the infinite techs.
Not sure how I feel about the loss of designed units. I don't kinda like it that much, but it's really good to have, especially when you are tight on resources. This would really depend on how unique and balanced the new predesigned units are going to be. Also, yay for FE: LH updates and DLC!
I believe the faction ability you need for Morrigan's Call (among other Undead-specific spells) is Gravetouched.
Not sure why strategic spell resistance/immunity is required, but interesting. What has this to do with immobility? Regarding Tornado, might be a good idea to make them immune to Tornado (they're too massive anyway!).
Hurrah! Glad to see the no price changes version is still available!
The update is much appreciated. The tamed beasts disappearing is the most critical bug (it's been on the Steam forums as well), so I think it needs an urgent fix.
Yeah I've had this happen to me before, though it was also with a Fell Dragon.
Interesting, thanks for making the fixes even more modular :) I notice you've removed the versions that change the prices. What's the rationale behind these changes? Do the price changes only affect the items bought from the shops, or do they also change the costs of equipping your armies with them?
Hmm I've quite liked the idea of the Scythe of the Void having -100% experience penalty since it's a pretty damn good weapon that you'd use only for the fights where you really need to squeeze that win out, while using a slightly inferior weapon the rest of the time. The -33% makes it feel less epic. But this should be quite easy to reverse so I guess I'll be turning it back to -100% on my own for all your future updates :P
I'm quite intrigued by this game myself, though reading about the AI getting a lot of bonuses even at the lower difficulty levels, weird AI decisions and being overwhelmed by large numbers of AI fleets give me the impression that the singleplayer experience is not very good. I honestly hope this would change because everything else about the game seems pretty good.
Wow it'd be great if these items could be enabled through modding, sort of like a "restored content" mod.
Yeah I've seen the AI sharing the tile with monsters many times in my own testing. Though to be fair, if this weren't allowed and they simply duked it out while arriving at the same tile, the AI would be fairing very very poorly due to fighting battles it couldn't possibly win. Don't mind if I put sometihng else in, but I was once attacked by a Fell Dragon (the one with Contagion?), decided that I couldn't win the battle, auto-resolved it and promptly won. Ap
I remember the only quest bugs I've encountered are the plague one where you go to the Lich's lair and choose to come back later, only to have the quest location completely disappear and be impossible to complete, and the assassin's blade one, where I had to google to realise I need to unequip the blade before it triggers. The rest should be mostly fine.
Updated to v1.1b (just some quick changes, not much extensive testing). Link is in OP. I've raised AIPriority of the undead improvements, as well as changed their AITag to Merchant. Seems like they're much more likely to build the improvements early to get some growth. Do note that undead cities will still grow slower than other factions' cities in general. I'm a little ambivalent about raising the growth provided by those buildings further.
Thanks for the feedback! That's quite weird, since I didn't modify anything about the way they develop their cities except giving growth to the unique undead buildings and increasing the priority for those buildings. Not sure about the city defenders part as I didn't modify that as well. I have encountered city defenders in my games though. I've noticed the thing about archers as well. Not quite sure why at the moment. They do eventually move
I'd really hope for a way to modify how upgrade costs are calculated. 50 gold for an additional level, without paying additional metal and crystals just seems cheap. If you're lacking in metal/crystal, building a size 3 unit and paying gold to upgrade it to a larger group really feels like an exploit.
I think you should use this link instead: http://www.nexusmods.com/fallenenchantress/mods/1885