Excellent, back from work, kids in bed, downloading beta, grabbing beer! [e digicons]:D[/e]
LordTheRon
[quote who="jmccrea" reply="26" id="3332217"] Hopefully this is still on track for Thursday!! Which for me is only about 7 hours away!! [/quote] For me it's only an hour but usually releases are (for me) at the very end of Thursday. Hoping I can try out the new beta tomorrow evening.
Wow, awesome list. On paper at least it seems you're making all the right changes. Can't wait to put it into practice!
Same here. We've been so spoiled with all these updates that it's weird to be in the dark about LH.
Looking really good. Bring on that beta!
Shame to read about the delay, but that gives me a bit more time to decently finish my 1.3 game.
Off playing...
Just checked and 1.30 is indeed out now, also in the Stardock store.
Great, looking forward to next week.
I really like one of the AI fixes in 1.291 where the AI doesn't send out it's heroes alone like before. Sadly Procipinee in my current game seemed to think that 5 pioneers form a great army. She surprise attacked one of my towns. Nice move, but when I saw her 'army' consisted of pioneers only my militia had no troubles killing just Procipinee herself to succesfully defend the town.
Thanks a lot for clarifying Derek. I really liked option 4, but if it cripples the AI too much, it's a big nono in my book, unless Brad can come up with some magic to offset this. I really hope this can be made to work. I guess the gold cost is the second best option. The AI seems to handle this pretty well in my current game, but (especially on harder difficulties) it really makes the wealthy trait the way to go. It's still better than having pioneers back to their original c
Yeah but that might hurt the AI too much I guess and still make the wealthy trait OP.
[quote who="ulysses_31" reply="3" id="3323263"]The new gold cost simply makes the wealthy trait OP...[/quote] Yep and that was the reason they went for a 30 pop cost in 1.20, which worked pretty good. I think it was unintentionally changed back to gold cost. Derek can you confirm or at least give a reasoning on changing it tot gold cost.
[quote who="willie sanderson" reply="1" id="3323230"] What's a gold pop? Do some of the population turn gold and then you can build a pioneer? [/quote] You know what I meant. ;) Edited now.
In the 1.20 changelog it states that a pop cost has been added for pioneers. This was working just fine and it seemed like a good mechanic. But now in 1.29 it's been replaced by gold cost, but no mention in the changelog anywhere? Is this a mistake of was there a reason for this and if so why???
Has the pop cost for building pioneers been removed in 1.291? And if so, why??? Pioneers now seems to cost 30 gold instead. Never saw this up in the changelog.
Great! Booting up a new game to see all those lovely AI fixes in action. Hopefully no more unsettled AI's. Looking forward to get nailed by Kongdej's deadly unit combo's.
Some really good stuff on the unreleased list! Fix for the non-settling AI and even better AI sovs and champs won't wander out alone so much anymore. That was the biggest AI issue in my book. Hopefully the AI understand the difference between going out solo early on and in the late game, especially when at war. Liking the forge of the overlord change too.
[quote who="AILST" reply="8" id="3321578"]My educated guess would be: The souvereign tries to build a city in turn 1 right where he starts. If this tile is not colonizeable, he never tries again somewhere else and continues to his adventuring-mode. [/quote] Could be as easy as that actually. I hope it is, so that's it's something they can easily fix in the next version we get. edit: and just when I type this Derek comes to the rescue. Thanks for the head
'We' don't but the AI surely does!
And again... this is getting really frustrating. I know it's a beta version and probably because of the new tile placement system, but please guys, do look into this.
It actually happens a LOT in 1.29b. Started about 7 games and in 4 one of the factions was dead within 25 turns. I had one starting location without a single tile to settle in sight too.
This happened occasionally in earliers versions too, but with the new AI and new tile distribution system, I found it a bit worrying. Playing on Hard as Gilden I just met Karavox, who is level 6 already which is pretty nice, since I'm at level 4. But... he hasn't settled yet and he doesn't look like planning on doing that as he walked straight by some very interesting tiles to settle on. It's quite a big bummer and I'm going to do a restart because of this.</
Nice work guys! Looking forward to seeing these changes in action.
Very nice read, getting more and more excited about LH. Let the beta begin!