Vallu751

Vallu751

Joined Member # 659419
34 Posts 504 Replies 15,543 Reputation

Yup, this has been known for a while now. There's a sticky post with AI problems that you can check for known issues: https://forums.elementalgame.com/404541

1 Replies 1,920 Views

The way I see it is that maintaining the thread is work. If SD maintains it, they will need to divert effort from actual project work. I don't think they'll do it, and I'm not sure I'd want them to either. I suggest ALM create the thread.

13 Replies 4,084 Views

[quote who="joeball123" reply="11" id="2932630"]I think it might be nice if wild improvements that are listed as being connected to a given city had a road going from the improvement to the city (unless being "connected" to a city has disappeared in one of the patches).[/quote] Sounds like a good idea to me. If a place is being worked on by population from the city, then surely some dirt-roads would be appropriate. Not very high priority right now, but a good idea nevertheless

25 Replies 72,439 Views

I stand corrected, Tridus didn't agree [e digicons]|-)[/e] Personally I prefer the simple and quick method of MoM. I don't think I'll every see it anywhere, but I do like it. I thought the whole road-building discussion took way too much time for such an unimportant feature. Plus the implementation was far from trivial. Those programming hours could have been spent better. But that's just my opinion.

25 Replies 72,439 Views

This was discussed very, very long and thoroughly during the beta stages. Engineering units were not wanted and alternatives were thrown back and forth. Caravan system was agreed on, and it's very unlikely it will change at this point and definitely not to engineering units. I do agree that the caravan system doesn't work quite as well as was hoped.

25 Replies 72,439 Views

[quote who="Lord Xia" reply="29" id="2931667"]Hahahaha, "is a crap". I am going to try out 1.2 later tonight. Although, I probably won't say it is a crap, hehe, I bet he's right in saying there is still nothing to really do in the game. Still got hope for 1.3...[/quote] Ha! I once saw a game that was three craps! Now that was bad [e digicons];P[/e]

111 Replies 250,932 Views

Good one, EternalRequiem. That shouldn't be too difficult to fix. I added it to "needs confirmation" since I haven't played lately myself and can't verify.

80 Replies 280,637 Views

Added observations mentioned in this thread and My thoughts on the current AI in War of Magic . Moved the pop-locking up to top priority with the AI gearing and levelling. Also mentioned that people are reporting improved gearing in the latest beta patches. I guess tactical combat should be in top priority as well, but I'll leave it as it is since they are currently working on it for 1.3. [e digicons]:cylon:[/e]

80 Replies 280,637 Views

Agree that this could be done better. Simple split would go a long way and should be pretty easy to implement.

37 Replies 104,576 Views

Campaigner, I think Derek is already going for the goals you're describing and has it pretty much designed already. I'm just suggesting a slight tweak to it. And even though you don't care for realism, some do. Personally I don't care much about realism as long as the system is intuitive. I naturally assume cutting weapons are ineffective against plate armor because in real life and other games they are. If a game goes against reality, it's going to introduce

164 Replies 295,647 Views

Three options, a slider and preset configurations. Sounds like too much feature creep . If I got to vote, I would go for one option (automatic or manual combat) plus Kenata's slider (max mana to spend if automatic). If the battle is important or complex, it should be fought manually.

271 Replies 429,633 Views

To get back on topic and keep things simple: Just remove bonus from cutting weapons against plate. As wikipedia puts it: "Plate armour was virtually sword-proof."

164 Replies 295,647 Views

If you're talking about the error pop-up when starting the game, you might be able to bypass it by pressing 'esc' instead of clicking to close the box. Works for me at least.

4 Replies 3,004 Views

I was first a bit dubious about your statement of Hand and Halfers being effective against plate, but wikipedia seems to agree with you. It has some very interesting statements at http://en.wikipedia.org/wiki/Plate_armour "Plate armour was virtually sword -proof. It also protects the wearer well against spear or pike thrusts and provides decent defence against blunt trauma

164 Replies 295,647 Views

One of us is misunderstanding this post: [quote who="Frogboy" reply="146" id="2921374"]I need morale because I originally intended it as a way to force the player to attack the AI players. When it got removed, they changed the AI to just run out after the human players (to their death). I want to make the AI focus on getting to good strategic positions on the map if it has the morale advantage. The defender will tend to have the morale advantage. [/quote] <p

271 Replies 429,633 Views

I've never noticed that. Never tried clicking "inside the wall", whatever that means. The ground beyond the wall I assume? I always move my mouse over to the wall. Then the mouse cursor changes to a ladder icon. Click. Unit climbs wall at that position. By the way, since this has made you auto-resolve all sieges: Why do you order attacks into the castle and then abort them? I've always maneuvered my units right outside the walls and then wait for the right moment to go

124 Replies 358,278 Views

I for one would like for morale to be simple and straightforward, like the casting cost for spells. Morale serves a purpose for the game: to enable better AI in tactical battle. Why should it be more complicated than that? I would imagine a battle starts with a set morale for both sides, not a value that gets tracked on the strategic map. Turns on the tactical map slowly eat away the morale from both sides. The flow of battle also affects morale, losing units for example hurts

271 Replies 429,633 Views

[quote who="razor436" reply="92" id="2921552"]I have a question for those who have played Shogun 2. In the he last game that I played, Medieval 2, pathfinding was horrible. Specifically, I'm referring to movement of troops on walls and through the very narrow streets of a city. Does that problem still linger in this game?[/quote] I think the pathfinding is probably as bad as ever, but the actual problem you're asking about is not present in Shogun 2. The castles have been desi

124 Replies 358,278 Views

[quote who="Frogboy" reply="137" id="2920778"]I was thinking that the distance the channeler is from the army would have some effect. either in terms of casting time or the umph of the spell.[/quote] As you are probably aware, MoM used a higher mana casting cost for the distance. I like the idea of using mana cost, but I would improve the system slightly with what we have available in WoM that MoM didn't have. Not the distance, but the nature of terrain: Normal cost for sp

271 Replies 429,633 Views