Interested. I'm a programmer by profession and quite experienced in testing too. The only constraint will be time, but I think this is worth skipping some playing hours.
Vallu751
Finally thought of a better example than the map fog. Since the Sorcerer King can cast spells into tactical battles, the difficulty level could determine its list of available spells. In a symmetrical game this wouldn't work since everyone would be researching spells in the same way. But with SK I think it works fine.
Hi! First of all, I really like what I'm seeing here with SK. Good job and good luck :) In symmetric games, difficulty levels are typically simple bonuses: extra hitpoints, more production, etc. I think they get pretty boring after a while. You can only add them for a while before the game breaks. And AI is at full capacity very early, you just can't beat a good human player on level ground - at least without a heavy investment of man/froghours. I'm wonderi
Tatty, the taming is always ready to use when a battle begins. The 10 turns don't carry over, they get reset.
[quote who="petrossa" reply="46" id="3428896"] 23% and totally wrong since i have aspergers. Not a very good test.[/quote] I wonder what people have been telling you. You of course know your personal situation best, but in general, people with aspergers are described as being "honest, trustworthy and with a high sense of morals and justice". The liberal quote is from the text of psychology professor Tony Attwood.
1. At least quarterly. 2. I really, really liked the quest DLC. Even more would be great. Quests, events and new monsters would be my choice. Spells come right after those. I guess that would be f and g then :)
I vote no. There are lots of good games on the market nowadays. I just wouldn't have time or interest in another game with only human-looking races. That really is the deciding factor for me. I like mythical, fantasy races in my games.
I get paid for working, yet I still appreciate getting thanks for good work too.. Thank you from me too, Frogboy. And thank you for the rest of the team too. I've played everything you've published on PC and I'm glad you all got the boat sorted out after WoM. And you di. It with style.
Sweet! Really sweet! DLC that brings new game elements, not just new stuff. Demandobot approves [e digicons]:cylon:[/e]
Regarding strategic behavior, there's one thing that's been bugging me. In general, a player works towards providing value to his faction. I see value in resources, number and level of cities, unit count and quality, technological advancement, etc. But war. Being in a state of war is of no value. War is just a tool that enables you to attack someone else. The AI seems to think otherwise. It just declares war and then sits back "Ah, HA! Showed you there. Now we're at war. C
Congrats to both Derek and Stardock!
Yup, there was a definite increase in AI capability with 1.2. Can't wait for 1.3 to get finished for even moar!
Seeing that your enemy was Magnar, maybe there's a bug with some of Magnar specific spells. They've got some unique spells that generate mana.
Hmm. Could it be that you haven't built improvements on resources? Iron mines and wild horses to be exact. You need iron and horses for the better units.
Well said, Mistwraithe.
Had the same situation in a 1.2 game too. Pariden built a city on top of a quest location with no yields. Right next to a 3-3-2. I had to fight their weaponless Guardian units to take the city ;)
Movement to any city tile is free..
As the title said, a fort should be a place that produces elite warriors. As such, it should have the enchantments that add to the attack, initiative, defense, hit points, etc. I just conquered a fort that had the +1 research, the +2 gold per essense and meditation enchantments despite having produced a lot of troops. I wouldn't have had a chance if they'd had better stats.
I can think of ways too. Spreading out your troop more comes to my mind first. It would really be nice to get a better indication of the strategic spells the AI casts on you. Having to guess what spells were cast is not fun.
Yup, I just ran into some Amarian Guardians. Attack value of zero.
I just use a single level 2 town or fort for cranking out pioneers. It needs high production and just enough food to keep it growing at a steady +3 pace from pop 0 to 30. Others are free to grow.
There used to be a bug where the results of dispel won't be displayed until next turn. You might be experiencing that one.
There are some noteworthy findings on the AI here too: https://forums.elementalgame.com/445389 I hope you can check it out Frogboy. And thank you for your work! I really appreciate it. Since you'll probably be reading this, I'd also like to chime in a big thanks on LH. It's really hitting the spot. Me and my pewter dragon think SD is fully redeemed [e digicons]:star:[/e]
Bump, since Frogboy said he'll be looking at Nick-Danger's AI thread today. Hoping he sees this one too.