There are a few units and buildings in a game that for some reason instead kingdom/empire requirement have race requirement. Which leads to bugs like this, when using custom made factions.
player1_fanatic
The biggest problem here is also in difference between kingdom and empire tech trees. For example, all hammers, plus mace are unlocked with single tech for empire, while on the other hand, they are unlocked one by one with kingdom tech. So, should weaker weapons be cost-effective, in order to still be useful for empire faction? Or should stronger ones be clearly superior, so that advanced research pays off properly for kingdom?
Is your custom faction, by any change, using one of the default kingdom races?
This is one of few cases were it actually makes sense to have different ruleset for human players and AI. Keep player on his toes in regard of his sovereign, but have AI sovereigns either more difficult to kill or let dynasty system take its place in case of their death.
In current system, if you have overwhelming army and treaties with AIs they will adore you. So diplomatic victory gets very easy to get. Way to easy.
Frogboy, please think about adding updated version of Orgainized in 1.1. Something like +1 to army movement (that's already +50% speed with most troops).
There is also a small "exploit". If you are on offensive, and take out enemy city, while enemy sovereign succeeds in escaping the battle, he becomes target of opportunity, since he is now in your own newly newly acquired territory. If you kill him while still there he will die for good.
[quote who="Robert Hentschke" reply="22" id="2777367"]The new Min/MaxValue format is more powerful so no real reason to stay backwards compatible to the old one.[/quote] There is one reason: bug resistance. If something works, and doesn't need to be changed (things like creature abilities or bow mechanic) then don't change it, or otherwise there is risk of bugs creeping in.
If old format really doesn't work, that's just bad design, since it means that old pre-1.08 saves will have broken mechanic (XML values are stored in saved game, and don't change after start of the game).
[quote who="Frogboy" reply="16" id="2777252"](facepalm) I've sent a note to the particular developers and QA. I'm going to have to put a hold on any further data-based tweaking until v1.1 since obviously we're not doing a very competent job of testing our data tweaks. [/quote] Data tweaks alone are mostly harmless, IMO. It's code changes that don't maintain compatibility with old data that are problem. Like for example when num_shards field out of blue became real n
[quote who="Capn Darwin" reply="16" id="2777254"]Glad you could may them go. I was up until 3am trying various things and just through in the towel. [/quote] Come to think of it, anyone tried using old format for bows (just Value)? Maybe then they'll work correctly?
[quote who="econundrum1" reply="174" id="2777089"]By the way has anone else noticed a bug with mounted unit portraits?[/quote] I've noticed it with 1.07 too. Pretty sure there were ok before, with 1.06.
The big issue with "fixed" teleport is poor mana regeneration. With old teleport, if you already used your mana, you need 5 turns to be able to teleport again. With new, that's 15 turns. For that time, you could have already moved your army on foot to destination. Pretty big nerf, considering that teleport only works when cast by army leader, so you can't shuffle multiple casters to do teleporting, without leaving original leader behind.
How do you mean, you can check settings in saves?
This also affects Sentinels from Warlord trait, as well as all heroes from book1 campaign.
Truth to be told. Empire has some really weird ways of unlocking weapon techs. Like getting all hammers with single tech, including mace which would be outdated at that point, etc...
I noticed that AI will never ever build city on empty patch of land that has no resources. Now, obviously, best valuable places for city are those that have resources, but there is one big ramification of having logic as this. On every map there are big patches of land that have no resources. Those will stay empty all the time, since no AI would build city there and would become magnet for monster spawning. Also, if there is a resource on the other side of empty patch,
Anyway, I just wrapped up my 1.07 game with diplomatic victory. Have taken out 2 factions early, then became more powerful in military then anyone else. Many turns later I destroyed another faction, and got to contact with everyone. After getting all trade/tech treaties up, a few turns later everyone was "close" to me, and I could form alliance with all major factions (even though some were at war with each other). Result: "cheap" diplomatic victory Who needs w
^hey... that's actually a good strategy.
Or that pulling them together is only cost effective way to use magic (due to low mana regen per single person). I mean, I could cast up to 3 spells per caster in single round (combat speed above 3.0) with my army that was 5 channelers (yes 15 spells), but that's wasteful. The only reason I stick them together is so that those with highest current mana do the casting, while other rest. So they behave more like single caster with mana regen of 5. Or two casters with mana regen
I noticed this in 1.06 and 1.07 too, when playing with mods that fixed shards damage scaling. But main difference is that then shards did simple doubling of base damage. One shard did +100% more damage, two +200%, etc... So it did made Intelligence become better over time, unlike current solution.
nice... Anyway, I noticed in 1.07, that Ice Lord is missing one of its special abilities, due to error in name used for SelectedAbilityBonusOption tag. There may be more units with similar issue, but I haven't dug much then, since I figured 1.08 is already out. my findings in this thread: https://forums.elementalgame.com/396611 Also, you may want edit shortbow cost to be 3, inst
When two weapons are given at same tech, or two very close techs and they do pretty much same function, one needs to be cost-effective one and other powerful-expensive one. This is something that I also found lacking in armor department. They usually unlock two armors, one stronger and one weaker, but taking stronger is just no brainer. In fact sometimes weaker armor is even weaker from strong armor from previous tech level.
The issue with trade treaties is that bonus only depends from player power, and not the other party. If player already has good economy, getting treaties with pretty much everyone (including minor factions) will give big boost to income. In my current game (1.07), I get about 170gp/turn from buildings and whooping 150gp/turn from treaties with 6 major and 2 minor factions.
Irrigration costs 1 gold to maintain and gives +25% food (which is essentially +1 for cities with 1 food resource) Merchant costs 1 food to maintain and gives 1 gold per turn. Interesting...