I understand; however, 1.4 still sounds like a great improvement given the other updates you have made. In FE perhaps the AI will be more open to modding. In another game, the research, production, diplomacy and combat priorities were moddable. Essentially, it stored the AI routines as text files that the player could mod. You could have a variety of AI routines for each AI player with the software deciding which linked rountines to use based on a ra
Edwin99
Wow. New tactics may be called for since; Max Army Size reduced from 12 to 6 units. Teleport now costs 250 Mana. AI smarter about targeting units in battle. (Will it target my Sovereign now?) Guardians are much more powerful. Bug fixed that prevented AI from learning higher level spells. (Will it cast Spell Blast, Touch of Entrophy and Spell I
Ah, finally news on the Elemental RPG. I wonder if it will include Turn based tactical combat - aka as in the game Temple of Elemental Evil (me go, you go initiative based combat where units alternate movement based on initiative) Player actions or inactions that can dramatically change the world around them Time based quests Example: You learn of an attack on a keep. If you reach the keep in time you can
[quote who="Frogboy" reply="1" id="2998950"]I'm improving the way the AI makes use of spells which, as you can imagine, is tricky because it's very subjective. The AI was mostly just using arcane arrow for instance because it's cheap and usually works. The AI wasn't valuing the importance of killing players quickly (just efficiently) thus would end up getting creamed in tactical. [/quote] As a human player I can roll over the AI with just 3 spells
Most Excellent. Suggestion: You may have to look at how the AI levels up the spell casting sovereign. If he is a magic focused sovereign he should be putting most, if not all of his stat points into Intelligence to boost the damage done by Arcane Arrow (Dam: 50% of Int) and Spell Blast (Dam: 30% of Int) - the two most commonly used damage dealing spells. Example: While my sovereign is doing 10 points of damage with Spell Blast to six units, or 15 points of Arcane Arr
I like what I am seeing; however, I am concerned that the AI may not be up to picking traits that mesh with a specific strategy. Will the AI pick traits in accordance in accordance with the strategy it has choosen, will it pick them randomly or will it ignore strategy and follow a single set of rules to pick traits regardless of the strategy (if any)?
In WOM, Charisma was of minimal importance. Will this trait have more importance in FE? Example: Some hero's can only be recruited by Sovereigns or Hero's of a >= Charisma rating. Will charisma have some effect on tactical battles; such as your ability to rally broken troops? Will Charisma increase your chance to retain a Champion after losing a battle?
I would like to see "major" random events that are truely "rare." Perhaps a major random event occurs in only 33% to 50% of the games played. Futhermore, I would like to see these event have some basis in the Lord of elemental. Perhaps the Fire Elemental Lord raises an army to conquer the world or perhaps if you are human all the Empire races join together in an alliance to conquer the Kingdom races or a long sleeping monarch (Level 10) awakens from an enchanted sleep
I wonder what types of random events they are planning on? A rip in the space-time fabric that resets all manag balances to zero? A titan long thought dead sends his demonic agents into the world to conquer it? A month of heavy rainstorms and sandstorms that reduces the line of sight in all battles to 2 tiles? A great and powerful dragon awakens from a long sleep to terrorize all the world's cities? A ancient wizard awakes t
Overall, I like these changes as they force the player (and the AI) to make choices (what to build or train, what tax level, etc.) and the random city improvements means that the development path for each city can be different. It will be interesting to see how the AI handles these city development choices. Will it follow a single development path? Will it follow one of a variety of canned strategic plans. Will it choose the development options in a
Civilization Strategy I wonder if you will be able to build city improvements that impact tactical battles when the city is attacked? Example: Moat through the center of the battlefield crossed by a bridge Example: Seige Tower firing catapult Example: City Walls that give units inside the walls a bonus vs missle attacks
I like the building/training one thing at a time as it forces you to make a real choice - nice change. What do I do? Do I build a building or train troops? Good move. I am looking forward to seeing how much the AI is imporved over the WOM AI at both the tactical battle level and realm specific strategic level. In WOM each fraction played alike. From other posts I gather that each fraction's AI will likely be more realm specific and that the tactical battle
I would like to see an "option" for some champions, races; wraiths, and creatures to attack at night. During a night attack the line of sight for all combatants is reduced. The difference between day and night battles would make combat more interesting and varied. Tactical Combat Line of Sight Examples: Human Unit: Day (20 tiles), Night (2 tiles) Trog Unit: Day (20 tiles), Night (2 tiles) Wraith Unit: Day (20
I would like to see some races; such as the wraith, have an option to attack at night. This would reduce the line of sight to 2 or 3 tiles in tactical battles and force players to change their tactics when facing the wraith.
Pet Peeve #1: My Sovereign in leather armor and a lone peasant combat unit faces off 3 powerful attack units with 29 HP each on a map with fences. What happens? The enemy AI units follow my combat unit around the map, ignoring my Arcane Arrow costing sovereign. The AI units move past my sovereign ignoring him. The AI units never catch my combat unit and my Sovereign dispatches them with Arcane Arrow spells which he casts 10+ times. Partial Solution: If AI unit is n
Ai is the hardest part of a game to get right, and we do need concrete examples. So what do you consider the opitmal priorities for the early game? 01) AI focused on Melee Combat with combat oriented sovereign ----------- Sovereign puts 100% stat points into Strength ----------- Arcane Research Priority: 02) AI focsued on Melee Combat with Magic Casting Sovereign ----------- Sovereign puts 100% stat points into Intelligence ----------- Arcane Research
I disagree. An AI without a strategic focus is a lost AI. It will not know what to do. If faced with Fraction A fielding archers. Fraction B fielding spear untis and Fraction C pursuing a diplomatic strategy its research results will be minimal as it bounces back and forth researching a little in one area and a little in another area as its threatended by each fraction in turn. Is it better to have an army that does everything in moderation or an army tha
Standard AI - is the generalist AI strategy that the current game's AI follow. Agreed, I would like to see an AI with personality that is lore-friendly. For example - I would like to see the Wraiths tend to follow a magic focused strategy and the Trogs a melee focused conquest (50%) or pillage & burn strategy (50%).
A proposal for varied AI strategies. At game start the kingdom/empire strategies for each AI fraction would be randomly selected. This strategy would give their research, build and expansion and diplomacy strategies for the entire game. Example 01-15: Steamroller Strategy - Build one big strong army and proceed on a campaign of contest (15%) 16-30: Pillage, Burn, Destroy - Attack weakly guarded cities and burn them to the ground (15%) 31
DsRaider and Das123, nice summary of major issues with the AI. This is the reason why I rarely play the game - too easy to win as AI does not present a challenge for a player that uses one large army with archers and a spell blasting sovereign to launch a conquest steamroller. The question is how to solve this problem? What logic rules should the AI follow? Should Teleport be nerfed (as was bows) by having two spell; one for just the caster (Level 2 and it costs 25 mana)&nbs
Much improved pathfinding for AI. No more AI suicide pioneer units. AI is usuing magic; however, it casts Arcane Arrow at a high hp combat unit, not my spell casting spell blasting Sovereign that is doing 15 points a turn in damage to his entire army. I really like that spell casting demon that hops around the battle map - he's hard to catch. Teleport is still a life saver. AI appears to be less aggressive.</l
With FrogBoy working on V1.4; fixing the lingering bugs, balance and AI issues, here is my wishlist for for V1.5: 1. A greater selection of tactical spells and a range of AI tactical strategies that would make battles more interesting for the player. I would like to face AI's that approach battle differently. While some will charge in, I would like to see others that hold back and wait for you to charge them. While most will focus on offensive damage magic I woul
[quote who="Frogboy" reply="47" id="2989659"]Re: AI using magic - They do now. The code was there, just the logic was hard coded.[/quote] Christmas comes early. Thank you.
If there is a v1.5 I would cast my vote to have it focused on adding a greater variety of tactical spells that the AI will use. This would go a long way making battles exciting and less cookie-cutter. Example: Enemy AI calls forth a giant eagle that flies over your armies to attack your sovereign, disrupting his spell casting abilities until the Eagle is slain. This giant eagle can only be attacked by his target or ranged attacks from other units (i.e. you nee
1. Charisma limits the number of champions your can recruit. Max number of heros = Charisma / 2 Example: Charisma 8 = Max 4 Champions, Charisma 12 = Max 6 Champions, Charisma 20 = Max 10 Champions 2. Charisma reduces the chance of a champion leaving your service after you lose a battle. Each time you lose a battle each champion of yours has a 10% to leave your service. Every 1 point of Charisma over 10 reduces this by 1%. Example: A Sovereign of Chari