Alarmingly stupid. The issue is also reported and confirmed here . A minimum 4-tile distance between outposts should be introduced for the AI, and also an algorithm to determine the best position to place one, in order to cover as many resources as possible. I'm sure it will be done.
bbr91
This also happened in .952, but I thought it's so obvious it must have been reported already.
[quote]Added an icon for the Coal Stones spell[/quote] Fallen Enchantress 0.981 Changelog
[quote]City hubs provide production (so your city increases in production as the city level increases)[/quote] Finally! [quote]Shortened the desc on the Dark Spire so ol' man Wardell doesn't have to get out his reading spectacles[/quote] Oh he's not that old!
[quote who="Glazunov1" reply="8" id="3233052"]I'm pretty certain I recall seeing Brad comment that save games weren't completely compatible across betas. Personally, I would never assume compatibility in that situation with any game, but perhaps I'm just a bit pessimistic on that score.[/quote] Indeed. Very few games stop you from loading incompatible save-games, you just have to assume save games become incompatible after patching, unless otherwise stated. [
The AI does tend to sometimes randomly throw outposts, but this is absurd. I've seen the AI in .952 build 3 outposts near one another, when only one could have covered all the nearby resources. This should be a priority for Beta 5A.
It's common sense that you don't report a bug when playing a savegame from another version. Nor when you have modified any game files.
[quote who="Frogboy" reply="82" id="3231554"]I think there should be a exponential increase in production per material for each level.[/quote] Yes, there certainly should be!
CyanPile , the formula to choose who to attack first in a tactical battle I believe is the same that was used in GalCiv to prioritize targets and is something like Total Attack / (Total Defense + Hit Points). The higher the result, the higher the target priority. Maybe someone can confirm this, I've only seen this in one post before. This formula wo
Yes indeed the tactical combat AI needs further refining, especially in the use of spells. It does tend to be quite wasteful of mana, with little gain. But this is the exact type of issue that will be addressed during the beta 5 period.
[quote who="CyanPile" reply="62" id="3229250"]AIIntelligenceFactor - I thought that this means that he is calculating the moves longer than usual[/quote] Here's a quote from Brad: [quote]So I’m pumping the computer AI to “challenging”. At this level, he’s identical to the human player still except there’s a few more APIs that get used (a little more CPU gets used). Those APIs largely revolve around recruiting champions more aggressively
[quote who="CyanPile" reply="59" id="3229238"] Quoting CyanPile, reply 57>Intelligence: Challenging where you can see lists of AI? that would look from what level of the AI cheats. and find out how much it cheaters test the game. Expert is 3-4 times stronger (points game). that is, we get the same Challenging, but he comes to your house with a good army.[/quote] On Expert the AI has a 25% bonus to income and 25% bonus to the so
[quote who="Alstein" reply="101" id="3228527"]I never really bothered with modding GalCiv 2, not because the mods were bad, but because it was kinda clunky to install mods. Hopefully this is not the case with FE. Civ 4, folks could have an .exe install mods and click to run mods, never saw that with GC2- I think that did a lot for modding.[/quote] In GalCiv you simply have to copy the mod folder to the Mods folder, and then sel
[quote who="TorinReborn" reply="99" id="3228501"]I wanted to give my voice to the crowd that wants the game to be the best it can be without modding. I see modding as additional content or alternative way to play (like changing all races into LotR races, or removing magic or removing city building). If modding is needed to make the game playable (worse case) or needed to make it better the game itself failed. [/quote] Obviously you know that's not the case with FE, right?
[quote who="seanw3" reply="36" id="3228110"] I thought the book that pops up and tells you the Sov story after each Ctrl+N was the punishment. It just keeps playing and playing if you restart the map. [/quote] I would put a 1-2 min. long cutscene that you cannot skip play everytime. Then say something like "the game thinks you just start a new game, so it plays everytime... muhahaha".
[quote who="mfrast" reply="34" id="3228069"]Is it possible to code a big ol' baddie to chase you around after hitting ctrl-n so many times. after the 3rd or 5th time you hit ctrl-n he spawns and chases you around the map and knocks on the door of your first settlement. That would teach em'[/quote] No. But you could make the game quit or something, but it would have to be hard-coded. So maybe Brad would like to add a judgmental picture of him that appears
[quote who="Trojasmic" reply="86" id="3228031"]Brad wants a little more time to help Kraxis AI. Did you see how easily he powned him yesterday on challenging? That shouldn't happen.[/quote] Yes indeed this is a good thing by all means. I was just very excited to play beta 5 this evening. Longer beta = better game, no doubt. EDIT: Very good points <a id="ctl00__Content__RepeaterReplies_ctl09__LinkUser" class="hand" title="Click user name to view mor
[quote who="mqpiffle" reply="83" id="3227994"]Since you posted those numbers on the Internet, they must be true.[/quote] Hehe just my thoughts. GFireflyE trust us, modding is good. Mods released immediately after the game is released can easily be explained by the long public beta FE had. Modders had access to the game for many months now and have been able to start and refine their projects. Serious reviewers will know and mention this, and will also praise how
[quote who="Heavenfall" reply="68" id="3227771"]No reviewer sees it like this. I have never ever read a review where mods where considered signs of a flawed game. And I have read hundreds that either A: complained that a game wasn't moddable or B: mentioned how great it was that the game was moddable.[/quote] True. Moddable games are very appreciated by everyone and this is also good for sales. I, for example, bought Rome Total War and Medieval 2 Total War only to play the Europa
I am quite curious about this myself. Here's a quote from Brad: [quote] So I’m pumping the computer AI to “challenging”. At this level, he’s identical to the human player still except there’s a few more APIs that get used (a little more CPU gets used). Those APIs largely revolve around recruiting champions more aggressively and more intelligently handling quests. In the XML, these algorithms are based on 1.
[quote who="seanw3" reply="53" id="3227368"] The AI doesn't know how to use all the spells yet. I have to think that we will get boats after release. The logic on that is that they want to be able to add boats and at the same time, boat AI.[/quote] Fair enough. Although I can't say I miss the boats, but they could add a lot to the game if maps could be generated with separated islands.
[quote who="seanw3" reply="50" id="3227357"]I would like to see the AI learn how to terraform their way to my backdoor and use boats for a surprise invasion.[/quote] Aren't boats gone from FE? Also, and I've been asking this for a while, has anyone seen the AI terraforming?
[quote who="Werewindlefr" reply="42" id="3226978"]Yes but here's the problem: will the AI adapt? Will the AI understand that maintenance costs means it needs to choose where to put its outposts carefully and not put them at every resource, just on the one it needs?[/quote] Valid point. I don't think the AI would give more thought about where to place outposts, but will adapt to keep its income in the green, in the sense that it will probably cut on spending.
[quote who="Frogboy" reply="35" id="3226919"]I look at a major part of my job, post release, to involve myself with modders directly to make it easier for them to get their mods out there, to make it easier for users to install them, etc.[/quote] That is great to hear Brad. I see some people saying "I don't want to try mods, vanilla should be perfect in every way for everyone". I was like that until a few years ago, and since then I don't really play unmodded games. People sho
I hope that when the game is released you will merge all your mods in one giant uber-awesome mod :D I didn't even know you were working on so much stuff, you make me feel more excited about your mod than the final game itself. I'm sure that if the game is a commercial success, interest in your mods will rise and talented people will probably wish to help you.