Sick of the lies.

I'm sick of coming on here and being told the game doesn't cheat. I have sat here and watched "strong" and "deadly" mobs at the very beginning of a game, you know when the character starts off weak, and move pass the enemy town or by an outpost that set it free and COMPLETELY walk by their town/outpost and attack my town. In fact I see AI mobs do this all the time. It's stupid! Turns the game to one of luck...no skill involved. Of course,  after the mob destroys my town I just hit Turn after turn and guess what, the mobs NEVER ATTACK THEIR TOWN. Throughout the rest of the freakin' game. I can understand being beat by enemy AI but this is just cheap. Whole game right here: Mob gets set free by enemy player. Mob only attacks your town. Game over.

Here is an idea, just start all the mobs as Epic at the beginning and the whole game will be the mobs move two steps to your starting town and they instantly win. That would be about as fun as this garbage.

 

Another thing that needs fixing...other then using cheap tactics instead of honest AI competition is that after I beat a mob...I have to use another turn to loot a tile because my character moves onto an enemy mob's tile but doesn't loot it. So I have to get off the tile and then move back onto it just to loot. Now if there is an auto-loot button I can just push to loot the tile, I'm now on, that is nice except you didn't even include a listing of Hot keys in the game. Slip your mind?

 

Looking for anything on these forums to see either of these problems addressed and I get nothing. I guess you can laugh..you got my money right? Won't make that mistake again...

 

Good Day!

11,867 views 7 replies
Reply #1 Top

Well, then you haven't looked hard enough...

in this thread [https://forums.elementalgame.com/442729/page/1/#replies] Frogboy stated:

Quoting Frogboy, reply 27

I've given some thought to this discussion and looked at the code today and made a few changes. 

Basically, in subsequent updates of the LH betas, the odds of a monster wanting to attack a city will now be greatly diminished based on the # of units you have in the city and what city level the city is.
End of Frogboy's quote

Which is part of this entry in the changelog:

AI

Monster behavior improvements
End of quote

 

So why don't you just calm down and stop acting like you have been victimized, especially on your very first post that in addition turned out to be misinformed. Your rage makes you blind.

Reply #2 Top

:|

Reply #3 Top

While the OP is obnoxious, his complaint is valid.  It's pretty annoying how you can watch the AI settle next to a Shrill Lord and in a few turns it's attacking YOUR cities instead of theirs.

It's also pretty obvious the AI is cheating when they have pioneers piling up outside the wildland you are clearing out before you even finish.

I can understand why those things might have to be, though.

While it probably won't get seen in this thread, I would like to suggest a Bounty idea to get around possible AI limitations:  If the AI settles next to a high-tier camp and lets loose a monster, the monster could just be set to wander around instead of attacking any cities at all, and the AI sovereign could offer you some gildar and territory passage to kill it for them.  I tend to do this anyways, and they don't even say thanks.  Probably cuz they know it was going to come for me anyways...

Reply #4 Top

Another thought about 'bribing' MOBs who attack your settlement.  Why not have a sentient ('human-like/bandits/maytrs/dark wizard') MOB declare, the turn before attacking, a demand for a payment (gold and food).  If demand is paid, MOB moves away, into neutral territory, and then 'resets' to wandering.  If MOB is monster (animal type), offer a bribe of food/pop.  Result same as above.  All units in 'successfully' bribed MOB gain a level. If population is offered a part of bribe, disorder in settlement increases by 10 (modifier of - 10 added to settlement). Adds many interesting choices...

Reply #5 Top

Also agree with the OP on his two points.

1. In a game now where the AI dropped a city next to a Dragon's Lair, Dragon comes over to MY city 10 squares away to fight (wtf?).  I use the cheat console (Control+T) to drop him back to his lair.  Really shouldn't have to do this, it's irritating.

2. Due to the auto-end of moving after a combat, I've had to pass on killing mobs because the AI has champions parked next to lairs (10+ turns) waiting for the mob to either die or move.  If the Mob actually attacked the weak champion that was parked forever, that would be a different story.

Reply #6 Top

Quoting Frogboy, reply 27
I've given some thought to this discussion and looked at the code today and made a few changes. 

Basically, in subsequent updates of the LH betas, the odds of a monster wanting to attack a city will now be greatly diminished based on the # of units you have in the city and what city level the city is.
End of quote

I don't mind Monsters attacking my cities, I do mind that they completely ignore AI units/cities/outposts in favor of marching halfway around the world to give me grief for what some other chucklehead (AI) did.

Reply #7 Top
I feel the MOB that is disturbed by a settlement established near them should have a 'tendency' to target the 'offending' settlement over other and above other settlements.