Hey Stardock, any word on this? It's sort of an issue that you can't do three-figure Gildar trades. That this bug has apparently gone unreported for so long has some sorry implications for how often players use the trade table.
Bobchillingworth
[quote who="dihir" reply="14" id="3296688"] Quoting Bobchillingworth, reply 12 I am sure that this isn't an AI personality quirk- as I noted three times previously, the AI is perfectly willing to trade me 200 Gildar for 40 metal or whatever, provided I ask for the Gildar in four 50 Gildar trades. It's only when I ask for >100 Gildar that the AI bugs out and recalculates its Gildar as being worth thousands. I can think of several ways that that coul
Monsters def. attack the AI- the top AI in my current game keeps losing cities, and I'm 90% sure it isn't to any of the other computers. It's actually kind of annoying, I need there to be at least one strong power out there so I've got someone interesting to fight :P
[quote who="dihir" reply="11" id="3296615"]Consider this, the very first entry in AITraitTypes.xml: Isolationist AI values its treaties as being 10x more than normal FactionAbility_Traits.png
[quote who="Trojasmic" reply="8" id="3296335"] Quoting GFireflyE, reply 6 Yes. Way too easy. Imo, there should be a casting time to the Spell of Making, and as soon as you begin to cast it, the ENTIRE world turns against you. The goal than becomes "SURVIVE UNTIL ITS FINALLY CAST" and I think it's a very plausible goal. (Reminds me of protoss plot in starcraft) Ummm... there is a 10 turn casting time to cast it.[/quote] 10 turns of hit
This is absolutely, certainly a bug, and a major one at that. Here are more screencaps to further demonstrate the issue. Here you can see that requesting all of an AI's Gildar when they are at war does not cause them to massively overvalue it. <img src="http://dl.dropbox.com/u/10367439/gildar%20bug%2
Water in general makes a fairly poor showing compared with the other elements. Both the Shrills and Elementals are weaker than all of their counterparts. Fire got the most love, which is disappointing considering that fire is already well-represented among AI monster spells.
I took some screencaps to demonstrate the issue more clearly: In the first picture, I want to trade some metal to this custom faction leader for Gildar. You can see that the AI values my metal as being worth a reasonable sum. <
I created a custom Wraith faction w/ Lucky, intending to make a crazy-OP army of dodging warriors. So far however I haven't been particularly amazed. Sure, you can get the dodge rate really high with the right combination of traits, equipment and mounts, but it takes a long time to get everything together, and low health still makes combat dangerous. I think they're balanced fairly well now.
I've been encountering a strange problem when attempting to trade resources for three-figure sums of Gildar in diplomacy. To explain via example- I might have 40 Metal I'm willing to trade, which the diplo screen informs me is worth 200 Gildar once I place it on the trade table. If I try to ask for 200 Gildar from the AI in a single lump sum however, the AI will instead suddenly value its money as some ridiculous number, often > 6,000. If I
Hah. Thanks, but that's the big problem right there- I don't want to have to grow one each of a Town / Fortress / Conclave to size 5 or whenever they stop growing just so that I can determine what benefits each selection actually can provide, and it's not practical to force someone to have to go code-diving to uncover very basic data regarding a core game mechanic. Hence my question / request for some sort of (preferably in-game) database players can acc
Thanks, but my issue isn't with city structures, but rather the cities themselves; for instance, what does options does a Conclave have when it grows to level 4? I have no idea, since I rarely have any use for Conclaves at level 2, and I'm not going to turn a core city into one just in hopes that it grows into something useful dozens of turns down the road.
As the thread title says, is there any place where I can read about what the different options are for city upgrades as they develop? It would help a lot for planning what to specialize cities in when they reach size 2 if I knew what they could later pick up at sizes 3-5. Similarly, is there can guide as to what promotions champs / sovs unlock by going down the various "Path" options? It would be very helpful in general if there was a database of avai
As the title says, I have suggestions / requests for two small options for when setting up games; First, I would enjoy a "One City Challenge" option, where the player is restricted to only being able to found a single settlement (outposts would still be okay). To help compensate to some degree, the map generator should be particularly generous with the initial city settling location options. I realize that players can implement this variant on their ow
I recently got a truly astounding result with autocombat. I was fighting the Master Quest final boss, and losing badly despite having sent in my most elite Epic army (he's much tougher now than he used to be in the previous patch). Three of my units were dead (two heavily armored knights and a champ), and the rest were almost-dead horse archers who were about to die on the boss's next turn as he finished casting Despair. I didn't feel like watc
Yes, please.
Unless you are playing on a slow speed, you should have been able to wipe out those Drakes and other city-blocking monsters already. What sort of combat strategies are you using? You ought to be able to take out most Medium / Strong monsters with basic 6-unit armies of four archers and two meatshield infantry clad in as much armor as possible. Designing your own units is critical, there is a world of difference between a default Spearman and one with the +3 health-per-unit,
Oh FFS. Thank you, that solved it. Stardock, please add some sort of visual notification when units have been automated. This is pretty basic stuff here [e digicons]:annoyed:[/e]
I have encountered an obnoxious bug which has unfortunately rendered what seemed like a very promising start unplayable. Image in spoiler tags for size: [spoiler] [/spoiler] To explain- I want my Sov / Champ group to fight the darklings a couple tiles to their east. When I try to move them there manually
Apparently not! Cool, thanks.
Any chance FE can / will include a reasonably simple utility to allow players to create & share their own quests? I have an idea for a quest I'd like to make- something like the Arena quest already in the game, except instead of fighting through four rounds which increase in difficulty fairly dramatically, I'd prefer to have around 50 increasingly challenging fights, with potential rewards / breaks every 10 battles. Sadly I lack any real talents at coding or m
Hmm. This is combo is pretty similar to what I'm finding fits my preferred play style: Faction traits: * Weak to Magic * Wanderers * Archers * The one which gives +10% hit points * Lucky * Masterwork Chainmail Sovereign traits: * Weak to Magic (my sovereigns are always alarmingly weak to magic- thank goodness the AI almost never hits
are these regular updates annoying you? Yes. As a consumer, I demand unreliable, tardy service! Obviously I am kidding and the regular updates are awesome :) Considering that they take hardly any time to download, I see no downsides with the present method. Rapid, responsive updating also means that you guys can react quickly in case one patch inadvertently creates additi
[quote who="BabbyLuring" reply="1" id="3278153"] Flames. Flames. FLAAAAAMMMEEESS!!! BUURN THEM ALLL!! TEH HERETICS! THE BLASPHEMERS! BUUUUURN THEM IN RIGHTIOUS (or unrightious) FIIRE!!![/quote] Doesn't that only work in your own land? :P [quote who="Viperswhip" reply="2" id="3278157"]Pariden based sov, the bonuses are...extreme. Make a Warlock +50% damage, weak, take Life, or not and neglect the rest, you can buy the elemental
I have won three games so far on Hard, one each of diplo, conquest and quest. Unfortunately I appear to have become addicted to a fairly small pool of tactics and traits, particularly Archers. Running around and kicking ass with hordes of mounted archers is frighteningly fun, if somewhat predictably effective. Alas, this means I have almost completely neglected the magic side of things, outside of "strategic" unit and city buffs. This should not stand, especi