[quote who="Kongdej" reply="1" id="3323433"] Also, what difficulty were you playing at? 6 horses and 6 wargs sounds crippling on challenging and below. (This bit is just me being curious.) ~ K[/quote] I'd rather not say, as to not embarrass myself. [e digicons]:S[/e] But, yea, he was easy pickings, so it must have been crippling.
Borg999
In my current game, I got a sovereign to surrender. when I looked at his equipment list, I saw that he had purchased 6 horses and 6 wargs. That seems a bit much. don't think he had twelve heros to trade them to. 2. When I captured a city with an AI hero, the hero stayed in the city recovering for 5 turns, and then became part of my faction (It wasn't until many turns later that his sovereign surrendered)
[quote who="Vivas1" reply="3" id="3323330"]I do agree however, i dont recall how it is at lower difficulthy then expert, but its not a bad way to enhance the AI.[/quote] I disagree. The AI already get's plenty of bonus cheats to it's stats. It shouldn't get immunity from dragon attacks as well.
If I station my units next to a dragon for a turn of two, I get attacked, but this AI unit remained next to the dragon for several turns unscathed. It was a wandering dragon that came from it's lair and decided to "settle" next to one of my outposts.
[quote who="Frogboy" reply="1" id="3322573"]Agreed. The change has already been made internally to have it based on their personality and will be more picky about when and how they build it. So they won't build it as early but when they do it'll be a lot tougher to conqeur the city that does it. [/quote] Great. Thanks!
Has anyone else experienced this? I consider it a bug.
I'm on a large map with 6 AI's, using storm world mod. All but one is going for the spell of making. That's a complete 180... From all conquest to an all magic victory. Shouldn't each faction have it's own preference? Just like in GC2, some opted for war, some for influence, some for a tech victory, etc.
So, one of the AI's declares war and attacks. I barely defeat his stack, and he offers a cease fire, he waits one turn and declares war again and attacks. I defeat his second stack, he offers cease fire, waits a turn and the declares war and attacks again, and then proceeds to go through this cycle two more times in a row before I save and shut down for the night. It's a well known stategy. Offer a cease fire and wait a sufficient amount of time so that your enemy lets his gua
Saw this in the WSJ, and thought I'd share. A site for those of us who grew up on Pac man and space invaders. http://www.geezergamers.com/
[quote who="mqpiffle" reply="6" id="3322112"]I think if you enter an opponent's borders without a NAP and they need to ask you to leave, you should take a -1 diplo hit for say 10 turns, stackable. [/quote] I think that would just lead to early game wars. No need for any other type of diplomacy, no need for city development, etc. There's a group of people who want a civ like game, and there are those who just want a fanatsy empire total war. Not sure if this g
[quote who="willie sanderson" reply="3" id="3322075"]Game is WAD no need to change anything. Just chalk it up as a loss and start another game. Just be sure to keep track of all the games the AI BEAT YOU. [/quote] I've seen all of your post, I seriously doubt you truely believe that there is no need to change anything. [e digicons]:grin:[/e]
I beleive there is a mod available that will allow you to do that.
[quote who="DsRaider" reply="1" id="3322045"] I thought of suggesting a "safe passage treaty" integrated into the diplomacy screen, but the way the diplomacy mechanics work currently, the AI would probably want a small fortune for it....making it a useless option. Non-Aggression pacts and Alliances allow you to do move through their territory, although they can be hard to get unless you plan ahead diplomatically. [/quote] Thanks, you're righ
Right now, if you can't pass through another factions territory within 1 turn, you are asked to leave. The logic behind this, of course, is to prevent the human player from declaring war when at AI's doorstep. However, there is already a amechanic in the game that requires that you be outside of the AI's territory before declaring war, so the request to leave the territory is unecessary. In my current game, I'm boxed in and can't expand b
Another issue: The AI reacts when you start building the towers, but doesn't react when you start the spell of making. So, I after taking the AI city with the towers, another AI (With a stronger power rating than me) declares war. I manage to barely destroy two stacks he sends my way, then he suggests a cease fire (outside of the diplo screen). I accept the cease fire and start researc
So looking at the faction power rating bar, I saw one faction was building the towers. So I declared war and start attacking his cities. I conquered the city with three of the towers, and here are my potential balance observations. 1. I was able to retain the towers and have them count toward my own spell of making..BUT I hadn't researched the book of mastery yet. 2. Conquering an AI city with towers is far too easy a way to
On the magic tech tree under the Glyph stones, the two boxes to the far right (after crystal trove), do not have a pop up/scroll over box describing what they are. During a tactical battle with a troll, it was standing next to one of those big holes in the ground, making it difficult to get my mouse pointer on it.
[quote who="Kongdej" reply="86" id="3320420"] Quoting Borg999, reply 78 I know this won't matter in about a week with the release of 1.3, but... In my current game (with 1.29frog), the AI is using ships...but I didn't purchase the map pack. Hmm, no, the AI doesn't cheat, not at all.... I have confirmed that I have at least most of the contents of the map pack without purchasing (Ok I confirmed it some days a
It's seems really good! i'm looking forward to 1.3. Jumping the gun here, but some thoughts on diplomacy: Multiple trade agreements should have an additional +1 bonus to relations, to reflect the economic ties between factions. So two trade agreements, an aad'l +1, 3 trade agreements an additional +1, for a total of +2 (above and beyond the base +1 relation adjustments). Breaking agreements, or unprovoked attacks/war should carry bigger dipolomacy penalties
[quote who="Kongdej" reply="5" id="3319778"] Quoting Borg999, reply 3 Well, they can always put caps on the damage to prevent a spell from becoming OP. What I mean is, let the spell damage be boosted by "Mage Level".. or the amount of magetraits a character have, so each trait that you put in one of the ones available from path of the mage lets you deal more damage. Putting a cap on the damage is a bad move I feel, because that would just "Wor
Well, I'm not a modder, and I don't play one on TV, but I would buy a spell DLC in a heartbeat if there were a good variety of spells. SD, whatever you do, don't follow Kalypso Media's (Tropico 4) example and release a DLC containing a single building, a single scenario, and one new set of sovereign cloths and charge $5.
[quote who="Kongdej" reply="2" id="3319774"] I propose making the caster's level the factor that increases spell damage directly, I would prefer if it wasn't the caster level, but certain traits made in a different manner than the current traits, so mages actually were better at mage stuff than assassins. (They are kind of right now too, but I don't like the scaling one bit... ok meaby one, but the 7 other bits I dislike! ). Sincerely ~ K
[quote who="willie sanderson" reply="52" id="3319762"] Oh I sure do as that's what makes these games fun and challenging for me. I'm so sick of wanting "balance" in a computer game when players know damn well the AI can't win a "balanced" game against thatm. When you have AI attacking other AI that's just plain stupid as it just whittles down your opponents into one strong AI that you'll destroy anyways but if you have 4 AI opponents coming at you from 4 differe
Right now, many damage spells rely on shards to increase the effect. (E.g 18 base damage +1 per fire shard) I propose making the caster's level the factor that increases spell damage directly, with the shards as an additional modifier. The modifier might be something like increasing the total damage by 5 or 10% per shard. So 1 fire shard would increase damage by 10%, two would increase damage by 20%, etc. For example: A 10th level sovereign with access to two fir
I know this won't matter in about a week with the release of 1.3, but... In my current game (with 1.29frog), the AI is using ships...but I didn't purchase the map pack. Hmm, no, the AI doesn't cheat, not at all.... [e digicons]:grin:[/e]