Civ5 never crashed for me that I can remember, maybe because I don't use the DX9 version. I also didn't notice anything wrong with the AI, it actually seemed very well done, but certain games have probably lowered my expectations quite a bit.
Sanati
So you'd rather just sit on your thumbs and not play at all, or deal with the garbage system the way it is? I'm not saying the diplomacy system isn't stupidly broken or doesn't need heavy work, I'm just telling you how you can spend 3 minutes in a text file to fix it the way you want it in the meantime. If you'd rather stay here and cry about be my guest, just keep in mind that there are glaringly obvious issues with the game that have been around and repeatedly report
You can counter this by grabbing the trainer perks on levelup (I might have the name wrong, the one that increases the army's exp gain). They stack and pretty much erase the exp penalty. If I'm playing a champion heavy game I tend to split them up early on until they have a couple points in potential and trainer, then I will eventually merge them back together into a super group if needed.
[quote who="sweatyboatman" reply="42" id="3309385"] Maybe after a couple years of slaving away making FE they decided to take a little break.[/quote] They aren't taking a break. They have all moved on, to the expansion or GalCiv 3 (*crosses fingers*). It honestly looks like there's only like 2 people working on bugfixes and the AI for FE right now. But don't worry, they are backporting fixes they accidentally make while working on the expansion. [e digicons]:\[/e] </p
The only thing AI's ignore are NAPs and Tribute treaties*, they do actually care about relationships. The problem is the game is heavily weighted so that everyone will eventually declare war on each other. Some of the negative "feelings" AI's have are set to increase drastically in severity as the game goes on, while things that add a positive are set to decrease. Other things are heavily stacked against the player who tends to use intelligent unit design (lower numbers of powerful un
Now that I was looking for it I also saw some warg riders, the very ones I mentioned before, a stack of Tide of Teeth from Resoln. Still haven't seen an AI sov or champ on anything but a horse though. [e digicons]:wulf:[/e]
I would actually imagine signing a NAP followed by an Alliance might override the NAP since the later is basically a stronger version of the same thing. It really would not surprise me if that caused the NAP to end. [quote who="Borg999" reply="6" id="3309419"]The tribute system is pathetic too. I'll always accept free money, but what's the point of a one time tribute payment of 25 (or less) gildar? It's barely worth my time, and doesn't motivate me not to at
Did it "expire" because he declared war on you? The AI's currently do not follow NAPs and Tribute Treaties and will declare war on you regardless of signing either.
-Select a city from the city list, then click on the ground. It wont deselect. Click on the city on the map, then click on the ground, it will deselect. -Set your sov to guard and deselect them. Select your sov from the unit list and click to move somewhere. They wont move, they are still guarding. Select your sov from the map, this un-guards them and then they will move where you click. For whatever reason clicking something on the list is not the same as click
[quote who="Nibelung44" reply="1" id="3305423"]regular units should still keep a role (tougher and strike harder when undamaged) [/quote] *This is still the case, by far. Champions are not even close to being able to put out the same amount of (non-spell) damage or take as many hits as a well equipped and leveled group of trained units, even with a 9x shieldwall. I mean it's seriously not close, we are talking 50-70 damage for a good champion vs 300+ for 7s of trained units right
[quote quoting="post"] The theme of it is to evolve the overall game design of Fallen Enchantress to help bring the role playing elements closer to the civilization building elements.[/quote] I'm confused. That sounds like it might be backwards. The RPG part is the best part, it's the civilization and army building parts that need to move closer to it in depth (IE more than 4 armor sets, and double (or more) the city levels as quick examples), IMO at least. The only real
Ya I was doing something wrong with that one. Shard conversions work on shrines+. Just the lairs that one would want to raze in some situations.
Some of the units have wages.
[quote who="abob101" reply="10" id="3308759"]Thats kinda suprising... i've seen mine that seems to work ok.[/quote] It apparently just took posting about it to get them to do it. I finally saw them build one of my designs the next game, but they definitely seem to prefer the default upgradable designs.
Or just not develop them. Doesn't really solve the issue at hand though.
If an improvement isn't attached to a city directly (within the walls) it can't be destroyed by the owner...? If it's far enough away from the city you can raze the outpost, but then you also lose the other improvements, outpost upgrades, and have to make a new settler. If it's within the city's borders though there doesn't appear to be any way to raze it without somehow luring an enemy onto it. This isn't a problem for most resources since there's no reason to
[quote who="Sarudak" reply="9" id="3308659"]There are still a few oddities like monsters not staying tied to their lairs in wildlands.[/quote] That's intended. Most of them don't even spawn from the lairs, they can spawn anywhere in the wildland at random.
I was just saying I think he may have mixed those two up. Maybe there was no change and he is counting distance between improvements instead of city centers.
[quote] Is there more unit diversity, perhaps link to racial choice in some way?[/quote] Very little. They added some mildly interesting units and equipment options specific to certain races, but most of that is either not very useful or only useful near the beginning or middle of the game, late game there is still a best armor and best weapons used by all the races. There is some other racial diversity that's a little more exciting related to spells or city improvements, but
Keep in mind it's only looking at the main city tile and not improvements. If you snake a city out you can literally build another city touching the first, though I'm pretty sure you wont be able to build any improvements in it because there's a second check related to minimum improvement distance between cities, which is 4. That one does check against city improvements (last I checked), so it's pretty easy to drop a city you can't build anything in.
No the AI doesn't upgrade outposts. No I haven't seen an AI unit on a warg, and I know there are default units that should ride them like the Wraith "Tide of Teeth." Wondering if the AI "upgrades" them to horses or something. I've never really thought about (or noticed) this one until now. I've also never seen an AI using one of my unit designs. I've made a lot of them, from early game to late game, I have never seen one in the hands of the AI, not since be
Been playing a lot of 1.12 and the only crash I've seen is caused by the memory leak related to saving and loading or using Ctrl-N. The game doesn't clear properly when you load a save or create a new map from within a game, and if you do it enough times the game will bog down and eventually crash. If you are reloading a lot, just remember to quit and restart the game every once in a while, how often probably depends on your machine. The bugs and missing features though, ya th
Ya, I just reported it the other day. I couldn't figure out what was causing it. One of my custom sovs leading Resoln was the one being replaced by Altar (led by Marken in my case), but there was nothing I could find wrong with that custom sov and I could play as them just fine. I had also played against them several times before without issue. This happened all of the sudden two games in a row, I just ended up deleting that sov more because my list was getting too long but I have
I believe that the issue was misunderstood. I think it was assumed they meant dead defenders weren't respawning for multiple attacks in one round, not that completely unharmed defenders vanish after the first attack. I really can't believe the later is intended, it allows players to completely bypass a city's defenses by simply summoning a cheap unit and sending them in alone first to die, then the real army can march in and only face the 1 or 2 units the AI left in the city. That
I've never used the HW mouse. To explain it in more detail, the mouse itself is rock steady on the screen, it's just when you are highlighting these specific tiles that the targeting square underneath becomes fickle. It's like there's something wrong with the elevation of those tiles, what the targeting square is being told isn't matching what is displayed, we see a series of smooth hills but it's like trying to target in-between steep jagged peaks. Sometimes you have