[quote who="Frogboy" reply="6" id="3329013"] I can tell you right now, I won't be writing another line of AI code for FE. I've used enough of my weekends to take an AI that is already pretty good and tried to satisfy people like you only to get no acknowledgement on the matter. [/quote] I can tell you that the diplomatic AI has been massively improved because of the last patch- the game is muc
Bobchillingworth
I suggest creating some custom factions with the Archers trait, and then designing powerful units for the AI's use. When I first played FE, I created a variety of factions made to exploit the "sit back and shoot" strategy you describe, which worked really well when the game first came out. Following the latest round of patches however, the AI is much better at building armies with many ranged units, and it's pretty merciless when it comes to tearing apart your weakest 
I have noticed this as well. In one game (Expert difficulty), 5 of the 7 AI on a large map quickly raised three of the towers for the Spell of Making victory- and then failed to complete the only tower with resource requirements for the next 100-something turns or so as I gradually wiped them off the map. They had plenty of resources in their respective borders, but the AI was usually very low on metal and almost never had any crystal. The metal deficit may have be
Okay, so I finally got around to trying this- I see I can change the trigger chances for each individual event, but what number would I want to set so that all events had roughly even odds of appearing in a 200-something turn game? Right now the default chance for most events is 100, with some being as high as 500. Does this mean 1/500 chance of appearing per turn?
I don't know if I'm an "expert" player, but I can win comfortably on ridiculous. The AI overall seems much more improved on a strategic level in 1.20 I've seen the AI launch invasions from multiple points with well-balanced forces. The AI does still need some work in target prioritization- for example, in my most re
Or at least have them show up much more regularly when the option for more world events is selected. I recently completed a really fun game on a large map at the penultimate difficulty level. The game lasted for hundreds of turns due to how long it took to beat the AI down (AI performance seems significantly improved in most areas outside of diplomacy), but I only saw a single major world event, the Spider Queen, and only when the game had about 20 turns left in it. I could
Can there please be an option to allow players to insta-raze? The AI is terrible at taking back cities anyway (at least within 5 turns), and it's a real headache having to fill the build que of a city you plan to raze with random stuff so the game will stop bugging you to give it orders. It's also very annoying to play One City Challenge at present because of this.
There actually is a sign- almost invisible empty circle icons above the city where various enchantment pictures would appear if cast. The "empty enchantment slot" graphics need to be much more visible.
I have had this happen as well.
If you can't make Fall From Heaven III, make something really similar. Fall From Heaven got just about everything right for a 4X Fantasy game except AI (godawful) and balance (nonexistent). Playing FE, the best parts of the game are when I'm exploring lairs, completing quests, gradually building the strongest champions and armies possible and taking on wildlands. The worst elements are the standard civ-building stuff (bare-bone
Give various monsters 1 - 3 different materials which can randomly drop upon death (some items can be reused, such as Midnight Stones). Other materials can be gathered via exploring ruins / lairs / goody tiles, or collected as resources (such as metal). Materials will fall in to one of three categories: Enhancements , which provide statistical bonuses (like +10% damage vs Beasts), Enchantments , which provide
[quote who="Borg999" reply="2" id="3312228"] But it seems like diplomacy took a step backward from where it was...[/quote] That would certainly be a feat.
[quote who="Sanati" reply="119" id="3309612"]Here's my real number 5. You have us pick skin, hair, metal, and clothing colors when designing a custom faction. Metal color doesn't do anything as far as I can tell. Clothing color is relevant for the first 5 turns until we find a piece of leather armor. Then the game seems to either completely or mostly ignore the skin and hair colors we pick beyond creating the sovereign. I pick Trogs with white skin and red hair, and my pioneers come o
[quote who="davrovana" reply="18" id="3308112"]If you are worried about a video game wasting your time, you should probably stop playing and get some work done. Or, you should just play a shooter, get your catharsis out on some quick killing, then move on. PC strategy gaming, as a genre, relies on a certain amount of patience and time investment, no? FE is clearly not designed with quick, in and out play time in mind. Hard to sympathize with those having a scorned attitude about th
[quote who="nDervish" reply="5" id="3307976"] Two words: Huge. Map. I tend to play on Medium/Large maps with all the map settings on "Random". Even on Medium maps, if the game pace (I think that's the setting that controls research rates) comes up on a fast setting, I can have the tech in place to cast Spell of Making before I've contacted all of the AI factions. With larger maps and more opponents, it becomes increasingly likely that
[quote who="coyote303" reply="2" id="3307887"] I vehemently disagree it would be good for some of the computer opponents to concentrate on Spell of Making. The last thing I want to do is get well into a game and then get the message that the computer just won by casting Spell of Making. Furthermore, some say the spell is far too easy. However, as a player, I have the choice to use it or not, so it doesn't hurt the game.[/quote] I think ideally the p
A final post about my point 2- To give some more context / elaboration for the game I mentioned, I began with a very isolated and barren start on Expert difficulty. Standard map size, five opponents. I was unable to settle additional cities after my capital for many turns, until a single tile was revitalized in my borders. It took a while to meet any AI, but I eventually discovered three in quick succession. The closest AI to me declared wa
Apologies if I am out of line here, but I wanted to say that one of the things which is frustrating about the absent features which keep coming up in this thread (roads, diplofixes, etc.) is that other games, particularly the Civilization franchise, have had them as standard for almost a decade now, and so for someone who has played both Civ IV and FE, not being able to see how many moves a trip will consume is a significant step backwards. I know that FE will
1. Fix the bug where attempting to trade player resources for >100 AI Gildar causes the AI to suddenly value its money as being worth thousands of trade points. I documented this issue extensively in an earlier thread, and can paste a link here if you need it. 2. Have the AI be more willing to make peace. I abandoned an otherwise fun game a couple weeks ago after every AI declared war on me a half-dozen turns after I met them. I underst
I already made a thread about it a couple weeks ago in the support subforum, but could you guys please look into the bug where asking for >100 Gildar from an AI in a resource-for-money trade causes them to overvalue their cash in the thousands? I have posted documented examples.
Set map difficulty to challenging, monster density to "many", go nuts spamming outposts and/or cities next to lairs and enjoy.
Diplomacy is almost a total loss. The AI can apparently break "unbreakable" treaties on a whim, it showers you with gifts when you're winning (further boosting the player, causing the AI to 'submit' using more gifts), it endlessly requests aid when fighting other AI but doesn't acknowledge your help when you provide it, it declares war on you when your faction power is low, regardless of how strong your military actually is, and resource-for-Gildar trading has been bugge
Yeah, can we please get some sort of counter for movement? I've frequently run into situations where I'm trying to get vulnerable units from point A to B; my units have a single movement point left and have been traveling on a road (and will continue to do so for their journey). Can I safely use the remaining movement point, or might I end my turn adjacent to one of the monster lairs flanking the road? Who knows.
I'd love to see a Play By Email mode. No need to balance the game for MP, that'd take forever. Just let me fight someone more competent than the AI ("those archers have taken my spearmen down to 1/4 health! I'd better turn tail and run in the opposite direction this turn, rather than attack!").
It's clearly intentional, as Stardock wished to simulate the vast military logistics involved in sending Gilden's military on holiday. I for one praise their commitment to realism! [/Sarcasm]