Rotlung

Rotlung

Joined Member # 5769091
7 Posts 71 Replies 347 Reputation

Thanks for the suggestions. I've managed to add 5 undead heroes with their own unique backstories. v1.1 released! Unless there are more fixes to find, this should hopefully be the final version of the mod.

13 Replies 18,239 Views

webusver: I will consider it. I initially wasn't too interested because those heroes lacked unique descriptions (which I think are a big part of adding flavour to the game). I would look into adding them, preferably if they had unique descriptions, or if I could write something interesting myself :P tjashen: Thanks! Edit: As an aside, is there a way to spawn a particular unit, like say a Champion? I'd like to see how these champions look l

13 Replies 18,239 Views

Improved Undead for FE Legendary Heroes v1.6 Download v1.1: https://www.dropbox.com/s/gj2p3bfjq21esjf/Improved%20Undead%20v1.1.zip Download v1.1b: https://www.dropbox.com/s/1wk69x414vx9sas/Improved%20Undead%20v1.1b.zip Download v1.21: <a href="https://www.dropbox.com/s/g2g6hohoqzq6sgv/Improved%20Undea

13 Replies 18,239 Views

As the title says, I settled a new city, and immediately built a logging camp (it was within the forest). As soon as I tried to build the camp, I removed it from the queue to build something else first. The logging camp did not reappear. I'm using parrottmath's Snaking mod. Not sure if it affects. Anyone with similar experiences?

2 Replies 4,500 Views

Another way to add depth - penalising ranged units for being adjacent to enemy units. This was done in Heroes of Might and Magic: Being ajacent to an enemy prevented a ranged unit from using its ranged attacks and it could only melee (ie attack said adjacent enemies). If this was implemented, it might make a lot of sense to rush for ranged units quickly to stop them from attacking your own, and summons could be used very interestingly as well. Distance based damaged penalties fo

10 Replies 50,619 Views

I think that is due to setting AIIntelligenceFactor to 10. It improves AI calculations, but above a certain value, they start to give bonuses instead. I'm not really too sure about that though.

9 Replies 5,382 Views

Noted on the experience. I'll have to check again on the tax rates, though I do think it's clearly not a case of tax rates when the AI has yet to found its first city but is already getting 5 gold, with the bonus gold applied to all the AI opponents. Their tax income clearly reflects numbers like 0.3 in the first couple of turns though. Edit: I soon learnt that one of the reasons why I wasn't levelling as quickly was that I tended to run my sovereign around wi

4 Replies 4,159 Views

I can confirm that the AI has a tendency to throw itself against Banshees despite not having the means to fight them. It does hurt the early AI performance when it loses its early troops in a fight it clearly had no chance of winning. I also agree that the Air Elemental summon is a little too good. Rather than raise its maintenance cost, I think its mana cost should be raised. It's so good that I even use it as a tactical summon and place it in the middle of enemy troop

40 Replies 71,705 Views

Yeah I think the AI generally plays very well for strategy game AI (especially so after reading reports of how the Endless Space AI has been performing... and getting a lot of bonuses), though it'd still be interesting if the bonuses could be adjusted somewhere (unless it's hardcoded). Thanks!

4 Replies 4,159 Views

Okay based on my own testing, I noticed that on AI difficulties like Normal and Challenging, the AI players do get bonuses in gold (with an income of 0 at the start, they are constantly getting 5 gold per turn). This is a little weird as Challenging was described as the highest difficulty without the AI getting bonuses. Is there an xml file I can modify to remove these bonuses (I'm quite curious to see how the AI would fare). I also have a suspicion (but I haven't been

4 Replies 4,159 Views

I'm not sure. The phrasing in your first post is a little ambiguous, but to be on the safe side, I'll assume you know that your Steam and Stardock accounts are not necessarily using the same email address for identification. Your Stardock account is independent of your Steam account, and you should use the same consistent email address for all Stardock-related registrations.

6 Replies 8,879 Views

Yeah I was mighty surprised to encounter an enemy champion with a Harridan mount. I thought it was a mod until I checked the files... Really cool actually!

9 Replies 9,306 Views

Speaking of which, I notice that inter-AI relations don't seem to be symmetrical. For example, Irane could be cool with Magnar, but Magnar is actually hostile or warm to Irane or something else. Is this intended or a bug? Quite curious, though I don't really find this anomalous after playing Crusader Kings II for so long.

4 Replies 10,147 Views

Hmm fair enough, I did read about the die rolls thing before so I guess it does seem reasonable for them to skip the quest, though it's a little disappointing that the AI only has conquest and spell of making as routes to victory (given that I hardly see them form alliances, and diplomatic victory really is just a variant of the conquest one).

4 Replies 10,147 Views

I remember reading somewhere that the AI does not do the Master Quest (which means this victory condition is effectively disabled for the AI). May I know if there's a way to change this and allow the AI to do the Master Quest?

4 Replies 10,147 Views

Interesting, I didn't know weapon, armour and item priorities could be adjusted. Does this affect how the AI selects predesigned units, or does it modify predesigned units according to these parameters? Because I don't think AI designs its own units on the fly. Also I notice the improvement priorities don't say anything about the 3 Dead faction improvements? So I guess that shouldn't conflict with my own modification of the Dead faction improvements and AIPriorit

2,228 Replies 8,549,006 Views

If I'm reading the xml file right (DLC04_Spells.xml), the AI will regard a target as worthy of Terror if the target level exceeds the caster level by at least 3. That is kind of weird because I don't think my Scouts had a higher level than Morrigan when I won the auto-resolve. I'll see if reducing AIPriority makes a difference. Result: Need to set AIPriority to 0 to prevent it from being used at all in auto-resolve. This will likely mean the AI won't use

44 Replies 156,065 Views

On a side note, I notice the Undead units tend to play very poorly in auto-resolve (which is where most of the AI-only battles take place I believe), possibly in combat as well but I'm not too sure. Basically, Morrigan once attacked some of my Scouts, and I auto-resolved the combat (which I always do when my auto-explore Scouts get attacked by anything), only to win this time. Looking at the combat log, Morrigan basically kept spamming Terror while my Scouts hit him during turns when they

44 Replies 156,065 Views

[quote who="webusver" reply="74" id="3431338"] Quoting Rotlung, reply 70 Out of curiosity, what did you do to make the Dead actually work under the AI? All races have +1growth. Undead also have this bonus. Also Undead have growth bonuses +2, +3, +4 from their racial buildings that add graves. Graves are source of growth for Undead now. [/quote] Thank you. That's quite an interesting solution. It causes them to climb in population terms very

381 Replies 1,647,758 Views

If I remember correctly, dispel only removes negative enchantments (which are the ones you want to remove). The city info screen only updates with the enchantment being dispelled in the next turn.

12 Replies 11,015 Views

I don't think they're that bad, though I do think the game has too many spiders (maybe because it's easier to have multiple types of the same group of monsters do you can use the same animation package?). Would be nice to see more varied monsters.

9 Replies 9,306 Views