webusver

webusver

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Quendar often uses very strange units - slaves, who have -10 accuracy, but are armed and armored with best equipment and items. But because of their -10 Accuracy they are of low efficiency. The main idea of slaves - be cheap cannon fodder for a sovereign. So should slaves be limited to common weapons and armor? Or limit them just to leather armor and blunt weapons? What penalties should a slave have? Is -1 Attack, -1 Hit point better than -10 Accuracy? Would it be inte

8 Replies 16,375 Views

[quote who="parrottmath" reply="4" id="3421839"]Why not set a prereq to prevent the AI from building pioneers until the city is level 2. That would mean the AI will never create pioneers from a city level of 1. I think that would be a good mod for this as well.[/quote] Great idea! This would surely help AI. But technically there could be a problem. There are 3 type of cities of 2 level. What should the unit use? This will need some testing, but the idea i

15 Replies 14,687 Views

[quote who="Fallenchar" reply="1" id="3421742"]3: Why? In my games, I always see AI pioneers everywhere...are you sure they settle less than human players?[/quote] AI doesn't plan city growth. Human player can rush his city to 2 level and then quickly produce 2 pioneers. Human player wisely casts spells which increase food and growth of a city. Human player settles on the best tiles. So AI should have his own "knowledge" of how to survive against wise human player.

15 Replies 14,687 Views

[quote who="dawgs4ever" reply="122" id="3421564"] Any chance that the Mob AI will begin attacking NPC AI units? I know that if I have a pioneer and a spearmen running around together and they end a turn next to a wandering mob, that the mob will attack them 99.9% of the time. However, whenever I see NPC pioneers running around and they end the turn next to a Mob, the Mob does not attack them, which makes it very easy for the NPC on higher difficulty levels to expand without

137 Replies 249,014 Views

I thought could it be a good idea to make 3 types of pioneers: 1. Costs 30 population and builds only settlements. 2. Costs 5 population and builds outposts and roads. 3. AI only unit that costs 5 population and builds settlements, outposts and roads. Thus human player will have additional choice and AI will settle quicker.

15 Replies 14,687 Views

[quote who="kwm1800" reply="10" id="3421376"]Food, with all of workarounds, is the least concern. You can always increase food regardless of grain the tile has. But you CAN'T increase production as easy as you can on food (read: very limited)[/quote] [quote who="Fallenchar" reply="11" id="3421388"] Base food per grain is 25, not 20. IMO, food isn't as important as production, except for your first city. If you have access to Sovereign's Call, 2 or 3 G

30 Replies 46,057 Views

[quote]I have a 4/3/2 a 3/3/3 and most strangely a 2/3/4. can I use the latter as a starting city or will it be pop capped? [/quote] To grow to 5 level city you need 5 food. So in al cases you will be capped. The less food the worse. You can add some more food by spells, so 4 is enough. If you have wild grain near, then 3 is enough. But you can live well without 5 level city. 4 level city is good enough. You need essence to have unit enchants - there are 4 enchants.

30 Replies 46,057 Views

[quote quoting="post"] I posted a few times about a game I had where the AI went absolutely nuts in the power ranks. It recently came up again in another thread and I was thinking about the differences between that game and all the other games I have played where they generally perform terribly. The notable things about that game that I can think of were: 1) The AI had half the map uncontested 2) They were playing a race I designed 3) Wh

12 Replies 18,713 Views

[quote quoting="post"] Please correct me if I am mistaken but the current implementation of bows and xbows in game feels very weak. Trainable units with bows and champions using bows alike just seem very lackluster. Any defense at all on an enemy and they do such poor damage. Is there a currently in game method that I am unaware of that makes these decent? Are there mods out there that correct this already implemented? I could not find any in the stickied mod list.<br /

8 Replies 5,972 Views

[quote who="DsRaider" reply="10" id="3420205"]Do you ever find AI champions to be threatening? [/quote] In my Patchwork mod https://forums.elementalgame.com/450250/page/1/ AI champions are quite threatening. AI usually quicker gets fame and top-level heroes who are serious challenge to human player.

58 Replies 240,180 Views

[quote who="DsRaider" reply="66" id="3420452"]Secondly, my current pet peeve is how the AII never builds any production, troop training, or unrest buildings. This allows me to easily out produce them midgame. Seriously I always build workshops and bell towers first in brand new cities as it allows them to develop quickly and catch up. In fact these are some of the few buildings I rush. The AI seemed to like building troops from it's low level border cities, even the newly settled ones. I

79 Replies 221,343 Views

[quote who="smeagolheart" reply="7" id="3420249"] 5. Hero classes rebalanced and all of them highly valuable. How is this accomplished? What leads to your opinion that they are all now highly valuable.[/quote] Mage has additional traits that give more mana per turn, increase his spell power and spell damage. Assasin is good as it was. I just made some trait branches closer a bit earlier to gain. Assasin lost Rain of arrows, which is now

381 Replies 1,657,002 Views

[quote who="Borg999" reply="7" id="3420161"]Yes, this is the primary issue. It simply makes more sense to "invest" in trained troops rather than a champ.[/quote] Shame! Shame! The game is called Legendary Heroes, not Legendary Henchmen or Legendary Units... Solution already exists. It's possible to mod. For example try the Patchwork mod https://forums.elementalgame.com/450250/page/1/ Heroes are Legendary there.

58 Replies 240,180 Views

[quote who="Raiddinn" reply="64" id="3419753"]I don't think I would use the calming trait very often because I am not an ICS kind of player, but all the AIs are ICS AIs so it should help them a lot, especially since they produce many more units than I do.[/quote] The best help for AI is the help which doesn't need any actions from AI. Who knows, will it act so or not?

79 Replies 221,343 Views

There should be events of information that AI developed a fantastic power technology which is not inthe tech list and thus not available ti human player. For example, some day comes the message that Trogs discovered ancient monument and decipheres new techs as Bunny Slippers which give flight and complete immunity from normal weapons and Giant Lolipop which makes holes in teeth! All human players cry in fear: "O My God, they invented Bunny Slippers and Giant Lolipop. We can't fight agains

2 Replies 10,506 Views

[quote who="parrottmath" reply="108" id="3419963"]It would be an attempt to reduce the AI's immediate interest in the newly available territory. It would also deter overcrowding of cities in the new area.[/quote] NO! Instead I propose that AI pioneers should follow human player's armies if they just move to wildlands. AI should also block tight passages so that human player could not get through.

137 Replies 249,014 Views

[quote]-Is there any reason champions can't spawn with a honour guard like a group of axemen to help them level? Your sovereign starts with 2.[/quote] I tried to do this in my Patchwork mod https://forums.elementalgame.com/450250/page/1/ but it doesn't work. Sovereigns and Heroes have different scripts that spawn them. It's easy to add additional starting units to Sovereign, but Heroes spawn alone. At the s

58 Replies 240,180 Views

[quote quoting="post"] If there is an issue here I would like to suggest some possible options for fixes... -Decrease the cost of basic champion gear so in general champions are better equipped. -Make the magic tech tree unlock some basic magical only champion items. These can be expensive. This would make it easier to equip multiple champions with better weapons and items then normal units. Some existing items could be split between champion

58 Replies 240,180 Views

[quote who="Raiddinn" reply="62" id="3419725"]Is there a way to add a calming trait? Something that would do -3 unrest and some way to make the AI use it in place of some other trait that it is using now?[/quote] So you want to use this trait too? AI will never be as good as player. You have to decide what you want Challenging AI but with chets, or equal rights to human player and AI, no cheats... We already have this second variant. All proposals to "change AI" I think are ve

79 Replies 221,343 Views

[quote who="joasoze" reply="1" id="3413611"] When you get leatherworking, you can build skeletons that split when they kill a unit. Up to 6 units. Its awesome.[/quote] This feature is more like a cheat for human player. It kills all interest. Player feeds enemies to his armies and they have 6 soldiers in a group earle in the game. No AI opponent can stand against this cheat. No need to research highly expensive Logistics - just cheat AI and win. I suggest everybody to find this

23 Replies 96,174 Views

[quote who="Primal_Savage" reply="60" id="3419656"] Here is something that needs to be looked at: AI builds a new city. 1. Unrest is unbelievably high. (Should reassess whether building this new city is a good thing) 2. Tries to build a unit that needs 50 turns or so! (Should reassess and build unrest control buildings) [/quote] In my mod AI only units are very cheap and easy to build, they also reduce unre

79 Replies 221,343 Views