LordTheRon

LordTheRon

Joined Member # 631039
1 Posts 114 Replies 14,773 Reputation

I really like one of the AI fixes in 1.291 where the AI doesn't send out it's heroes alone like before. Sadly Procipinee in my current game seemed to think that 5 pioneers form a great army. She surprise attacked one of my towns. Nice move, but when I saw her 'army' consisted of pioneers only my militia had no troubles killing just Procipinee herself to succesfully defend the town.

5 Replies 7,041 Views

Thanks a lot for clarifying Derek. I really liked option 4, but if it cripples the AI too much, it's a big nono in my book, unless Brad can come up with some magic to offset this. I really hope this can be made to work. I guess the gold cost is the second best option. The AI seems to handle this pretty well in my current game, but (especially on harder difficulties) it really makes the wealthy trait the way to go. It's still better than having pioneers back to their original c

62 Replies 48,996 Views

[quote who="ulysses_31" reply="3" id="3323263"]The new gold cost simply makes the wealthy trait OP...[/quote] Yep and that was the reason they went for a 30 pop cost in 1.20, which worked pretty good. I think it was unintentionally changed back to gold cost. Derek can you confirm or at least give a reasoning on changing it tot gold cost.

62 Replies 48,996 Views

In the 1.20 changelog it states that a pop cost has been added for pioneers. This was working just fine and it seemed like a good mechanic. But now in 1.29 it's been replaced by gold cost, but no mention in the changelog anywhere? Is this a mistake of was there a reason for this and if so why???

62 Replies 48,996 Views

Some really good stuff on the unreleased list! Fix for the non-settling AI and even better AI sovs and champs won't wander out alone so much anymore. That was the biggest AI issue in my book. Hopefully the AI understand the difference between going out solo early on and in the late game, especially when at war. Liking the forge of the overlord change too.

106 Replies 324,030 Views

[quote who="AILST" reply="8" id="3321578"]My educated guess would be: The souvereign tries to build a city in turn 1 right where he starts. If this tile is not colonizeable, he never tries again somewhere else and continues to his adventuring-mode. [/quote] Could be as easy as that actually. I hope it is, so that's it's something they can easily fix in the next version we get. edit: and just when I type this Derek comes to the rescue. Thanks for the head

13 Replies 11,372 Views

This happened occasionally in earliers versions too, but with the new AI and new tile distribution system, I found it a bit worrying. Playing on Hard as Gilden I just met Karavox, who is level 6 already which is pretty nice, since I'm at level 4. But... he hasn't settled yet and he doesn't look like planning on doing that as he walked straight by some very interesting tiles to settle on. It's quite a big bummer and I'm going to do a restart because of this.</

13 Replies 11,372 Views

Real nice bunch of improvements here. I was hoping for a spell of making update. Nice to see that's a factor in the game now and not just an easy escape to victory for the player. Still a warning or gang up system would be welcome. Like the tile changes and the bigger difference between towns, conclaves an fortresses.

103 Replies 172,638 Views

[quote who="davrovana" reply="33" id="3316636"]What I have noticed since v1.2: Good: -AI is much better at army construction. In 1.2 I have seen full stacks sent my way, with good balance between archers and melee units. This alone has made wars with the AI far more interesting. -AI puts its champions into stacks far more often, killing lone champions used to be commonplace, now it is rare -AI seems much more ready for war wh

42 Replies 30,050 Views

Managed to play a bit further in my game today. Things I noticed: - There seems to be a problem between your mod and the large UI mod made by Heavenfall. The magic synergy you implemented doesn't scale in the large UI mod so that text goes on top of other text. I uninstalled the large UI mod and now things are fine. - (Some of) the descriptions of the traits you choose after getting path of the mage seem to have dots (.) in front of the text. Here's a screenshot from t

169 Replies 444,387 Views