[quote who="Frogboy" reply="37" id="2855600"]The AI already manages things much as you describe. [/quote] Ok... then my responses below might be useful... 1. What techs are the ones it should get. You modders out there can help if you want to. The tech tree has an AI General section in the XML that I’ve started making more use of to tell the game what techs the AI should value more than others on researching. Gene:
Gene1966
[quote who="FatNonFree" reply="6" id="2855575"]What will 64 bit bring besides bigger maps? [/quote] Hopefully the end to the dreaded out of memory error!
So it is a siege without war machines... I like Gaston's soloution! bonus points for style! :P
AI is fun, it is challenging and it is darn tough to do it well. Brad you sound like you need help. You are in the weeds and I agree you need to go low-level from time to time, but if you spent all your free time doing lieutenent work then you have none left to do general work. I'd suggest have differing levels of AI threads that talk to each other through some sort of pre-determined protocol. The lowest level might be the NCO thread that deals with all t
There are a lot of Balance tweaks needed... but we are getting there!
Put the resource nodes in terrain that makes sense and ... voila! a compromise.
Well some people are victors while others are victims, you decides which you will be. I only let game mechanics get in the way as much as a road block does. If I need to park the car and cross the parade on foot, then it takes me longer to get to my destination but the road block does not prevent me as much as it hinders my progress.
I hear you, I play 1-2 games with 1.1 before I noticed this setting for each faction. While the setting may have been wired to the world difficulty it was not selectable for each faction prior to 1.1 on the startup screens the way it is now. It helps but the AI could have wiped me off the map 10 times over but it did not. Then the faction I was at war with sent their sov over solo to my territory, they no longer exist in this game. This AI problem needs to be fixed.&nb
MxM111, Here let me spell out you objetive in elemental - Survival by any means necessary for you and your people. You define what survival means to you. I think that rest is trial and error since much of the interface is not in the manual but these forums have helped me fill in the gap there.
I should add my counterpoint here. In my games (all settings to ridiculous) I do not have enough troops to escort every single caravan. Once one is attacked I look for the aggressor and find the nearest troops/heroes that I can spare to go hunt it down then rebuild lost caravans. It would be too wasteful to assign the troops necessary to escort each and every trader I have running, it would strip my cities. So I am fine with how it is now. Though if SD can tack
It is a good sign when the subject of threads turn to the game world needs lore from fix this and that is broken... Just sayin...
I'm not sure yet but I am of the opinion that it either does as Mtn_Man said or it is like a farmer trait and increases material production by 10% for the city the hero with that trait is located.
1.09e or earlier (ie. in the box) will no doubt frustrate you and ultimately piss you off... to avoid most of that patch up to 1.1. 1.1 still has room for improvement but it is a playable game at that point. Stardock has promised more to come in 2011.
Stop the Press! Is she a gamer? If yes then she is already imbued... And thus your prospective offspring will be born imbued w/o upkeep. Thus is the makings for a happy family and unity! [e digicons]:D[/e]
It is a good sign when everyone agrees it's better but the discussion is instead about how much better 1.1 is over 1.09... [e digicons];)[/e] I concur, it is better and a real game now. Merry Christmas SD and Brad! (ps. Thanks for getting 1.1 to our HDD before Christmas) M y new year's wish is to make WoM much better than it is now.
[quote who="IBNobody" reply="1" id="2853076"]Ok... Tech Trait time. At first, I thought, "Wow - those specific tech traits suck! Why should I take a free tech over an increase of 10% in TK points?" Then it hit me. If you plan on researching deeply into a tech tree, those tech traits are awesome. The first tech in a tree costs 15 points (depending on game pacing, I assume). The second cost 44 points. If you
[quote who="Kestral2040" reply="18" id="2846749"]to back up Boogie: tons more changes are coming to the magic system.... and I don't mean 'we plan on looking at it', I mean 'we have changes thought up already that we just didn't have time to implement in 1.1. These aren't little things like "more spells" or adding a starting spell either, expect some seriously adjusting because, while it does serve a purpose now, it isn't where we want it to be either. As a note,
I consider the exiting city bug a pathfinding bug. you have an enemy right outside one of your cityies, and you select your garrison force and try to attack the enemy but if you do not micromanage the pathfinding the game cannot usually do it correctly. Thanks for adding that one to this list. Seriously, it is very annoying. it will turn off folks new to the game, so why not just fix it. It should not be hard to spend a bit of effort on pathfinding.
How can we improve awareness if others are noticing this issue? Maybe it's just not that big an issue to most folks...
[quote who="Heavenfall" reply="4" id="2848191"]Heavenfall aka "the broken record" says: The strength of the AI on higher difficulties would be multiplied if they focused on building groups and squads of units with high quality levels, instead of basic quality solo units. As soon as I get a group up, it can defeat a nearly infinite amount of solo enemies. I would go as far as to say that as soon as the AI has access to quality and group upgrades, it should never build anything that
As far as I know this trait reads a bit ambiguous. to answer your question, it does if he has the trait. To be more precise, I think it ONLY applies to units (Hero/champs/sov) that posess this trait. Whereas it reads like it applies to all in the unit's same stack. Try it and let me know if your experience differs from my own...
[quote who="Lord Xia" reply="5" id="2851318"]I also agree, they are 10 flavors of vanilla. [/quote] We all agree on this.
[quote]17. I think we should be able to cast more than one tactical spell per hero per turn if it isn't game breaking, just like we can in the world map. Example: I want to design a sovereign who does damage via flame touch vs with weapons, but with weapons I get multiple attacks but not when casting spells. A good way to implement this without becoming overpowering is perhaps allow lower spells to be cast more often than higher level spells, and the higher your intelligence the more often yo
What are your expectations of pathfinding in the game? Is it too much to expect Roads to be prioritized over other terrain? If you find Pathfinding annoying, d o you think SD is aware of its shortcommings? What else can I do constructively to champion some improvements in this area? Most comp sci course in college that have pathfinding as a problem simple require an solution like Elemental has used. It is insufficient for a professional pi
At this point it is a game - while not yet realizing all of its potential it is a game now - I gave it a B- rating in my first impressions of v1.1 I still have a annoying gripe about pathfinding. Pathfinding has not yet improved. it is still just barely functional as an academic exercise but not professional done. one would expect pathfinding to prioritize ROADS over other terrain. It's annoying to no end but just shy of being broken.