[quote who="GFireflyE" reply="1" id="3401926"]AI need horse units.[/quote] There is another help for "stupid AI" who doesn't know what to do with horses. I tested addition of +1 to move to everybody and AI is now quick even without horses. So all races' basic speed was made 3 (Mancers have 4). Now everybody moves through forest for 2 squares and it feels that the game is more dynamic now. At the same time Mancers don't have a great bonus, since they also move through fores
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Some times it happens that highlighted traits are not chosen yet. Thus my game highlighted Lethal III and I thought I have it but it appeared that it's missing.
At first I would like to mention some things that I didn't like and how I managed or suggest to overcome. I don't like to start in poor location with low Grain/Production/Essence and need to press Ctrl+N many times I edited tiles for all resources that they all give at least some essence and made maximum number of tiles 10 instead of 9. Now I often have 4/3/3 tiles almost in every start. This also benefi
I think this (Run-Away AIs) is not the problem. Lots of AIs are like seeds thrown to the ground - some are lucky, some are not. Their main purpose is not to grow equal all but, only few of them should be equal to human player to make the competition.
New question: Is it possible to mod gender differences? For example: all male trainable units, champions and sovereigns may have +1 Attack and 3 hit points, all female trainable units, champions and sovereigns may have +1 Dodge and +3 Spell resistance. As for now I didn't find any possibilities. Is this possible or not?
[quote who="StevenAus" reply="10" id="3401119"]AIIntelligence affects how much time the AI is allowed to think (thinking times). So it's using the same algorithms, it just takes longer to end your turn (I think).[/quote] Cool!!! Great answer!!! Except two last words in (...) ))). I hope this don't effect research rate, because clever AI is preferable that cheating. [quote who="Primal_Savage" reply="11" id="3401150"]Any number between 3.0 and 10.0 would have worked, but
[quote who="Primal_Savage" reply="2" id="3399961"]AIIntelligenceFactor: Augmented (10.0 vs 3.0(R) vs 10.0(I)) --- Might as well use the best algorithms all the time.[/quote] But it's said that even Challenging uses the best algorithms. An it has just about 2-3. Where is the truth? Does Intelligence affect Research?
You can have a Pony (+3 to speed, btw) or some other mounts from quests. You can train mounted henchmen and take everything from them.
[quote who="dimstog" reply="3" id="3400400"]That's funny and good to hear ! However, that means I would have to do a playthrough will all races at least once... Well, I might try on Easy with fast pace and lots of resources... It still sounds boring though.[/quote] You can mod this in few minutes. All troops you need for AI are upgradable Horse Archer, Horse Mage and Horse Knight (there should be two versions of each unit: with and without expensive amulets) in CoreUnits.xml file.
Lucky+Quick+Tough imho is the best combo for AI empire/kingdom. Then you can mod predesigned wraith units by giving them shields and traits that give +10; +10 Dodge and +10 Accuracy. And you'll face wraiths with 50Dodge and about 90 Accuracy from start. Then try to fight them on Expert level! Their dodge will be around 70 or more!!!
[quote who="sjaminei" reply="423" id="3400906"]Well it is a tad bit harder then. Try making a new .xml file in your modsfolder and just copy the stuff you want to edit (not the whole file). Remove the tags from your new file, and there should not be 2 messages. Editing the old one is harder.[/quote] The problem is solved for now. I wanted to make unit abilities be cheaper in production. I created a mod file and removed all and tags and kept all
[quote who="Alstein" reply="1" id="3400874"]Challenging is best AI gameplay, but no cheats Insane AI cheats like a mofo.[/quote] Yes, Insane has 1 in Cheats section, but what means "AIIntelligence"? Insane has it on 10 and Challenging only on 2-3.
[quote who="sjaminei" reply="421" id="3400857"]If you don't intend to create a mod and share it, just edit the file without creating a copy. If you delete it later and get steam to check local files it will be replaced again with the normal file. [/quote] I want to keep it as a mod, so that to ensure that no patch or Steam will overwrite my changes and perhaps I will publish the mod if it will be interesting. So the question remains the same - how to edit abilities for a m
Also Trog's starting spearmen have Armor profficiency, unlike any other starting spearmen. This makes them rather expensive in training.
If I build and then cancel to build a structure which requires crystals, these crystals don't return to my crystals' count list. For example I have 20 crystals and start to build animated statue which requires 10 crystals. 10 crystals are subtracted from 20 and I have 10 crystals. Then I cancel building process and don't get +10 crystals back.
It's said in the description, that "AI uses its best algorithms" at this difficulty level. But when I opened and xml file to edit "difficulties" I saw that AI intelligence is about 2-3 ( I don't remember exactly) but on Insane level AI intelligence is about 10. So it turns out that on Insane level AI is much better. Is that so or this option shows something else?
Problem: If I make a copy of CoreAbility.xml where I edit abilities, in game I see that both abilities apply to a unit - those from original CoreAbility.xml and from my edited file. Also I see both descriptions. Example: I try to make trait Strength give +3 Attack instead of +2. I create a new file traits.xml and put it in the Mods folder.
[quote who="NeoNick7" reply="12" id="3398668"]I think the trait is only given to new troops, but from your story it seems it may be added to old troops also!?[/quote] Fortress bonuses are applied only to newly created units. It's Town which gives additional HP to all your units.
[quote who="NeoNick7" reply="6" id="3398669"]But in my set-up I had Life, Air and Earth (not Fire)[/quote] You just need to hire Arcturus. This mage hero has Fre+Water magic this is all you need. Because without Fire combat henchman is not so good. Dbt if you make him Governor he will be a fine governor without any enchantments. I'd suggest you wait a little for Arcturus (and Fire) and 3d level of Fortress to gain additional +2 to Initiative. But it's up to you.
I just want to make all clothes and all hair types available to each race. Is it possible to edit? Which file should I edit? Sorry, I'm a newbe modder.
[quote]Is it possible to have, at the beginning of the game....perhaps in the "Where are you?"screen where you choose your starting conditions, an option called "Prefferd Start Location"[/quote] Instead of asking for an impossible thing here is the greatest reason to play a map, generated in the editor. 1. Made in 5 minutes this map will save you a lot of time for Ctrl+N restartings. 2. You can place AI opponents in balanced positions instead of realizing their poor ac
If a henchman has a horse he has +2 initiative for the 1st turn. And all temporary bonuses are not shown in the chart. Does he have a horse? Yes, I also like Great wolves for their howl. But after finding Dancing blades (strong sword with 25Att and +8 to Initiative) the wolf lacks initiative.
[quote who="NeoNick7" reply="4" id="3398643"]but my situation was that both the Fortress and Conclave had the same essence-tile-yield.[/quote] Casting 3 unit enchantment spells costs 180 mana. Is that worth 1 henchman? Later when your fortress grows you will cancell all these spells from conclave.
[quote who="NeoNick7" reply="8" id="3398638"]As you write, the highest essence-tile should IMHO have a Fortress (for better troop buffs or Set in stone etc) but the second highest I would rather have a Conclave on. The reason is a special Conclave-building that gives +1 mana/essence - not sure what it's called but some kind of Shard-Temple which I think you could only have one of (1 per faction). And being at work I cannot check the name (also hoping that we'll have a Wiki soon).[/quo
I suggest that all units enchantment city spells should be GLOBAL. Easy and effective! May be it will benefit a human player also - player may build units in more cities. I don't see any high cheating bonuses for a human player. But AI will benefit from this 100%. There will be no much need in a highly essensed starting locations (in opinion of human players), so no need to press Ctrl+N dozens of times :) As well as AI will live healthly with continuing to build anything anywhere.