“This is intended behavior. The lowest garrison priority unit is pushed outside (as far as I remember, in the original it was the lowest cost unit as garrison priority didn't exist).
However human players (including myself) do get annoyed if summoning a new unit can push one of their garrisons out and they have to move it back so an exception was made to always push out the newly summoned unit for the human player instead for a more consistent and smoother gameplay experience.”
OK, but this does not answer my question which was why not apply the same rule to the AI too? AI’s summoned unit should also be placed by same algorithm as a human’s summoned unit. That would make a more consistent and smoother gameplay experience. In addition, it would also be more fair and more intuitive.
“5. Current spell description of Disenchant Area: “Attempts to dispel all enemy curses”… But it does not work on Corruption nor Raise Volcano spells. Please add these to this spell’s description."
"Spells that aren't enchantments but one time effects cannot be dispelled, including but not limited to those, Change Terrain, Transmute, Earthquake, Firestorm, Blizzard, etc.
I think this is common sense and intuitive enough.”
I don’t understand your response. I asked Corruption and Raise Volcano. Those are not one time effects, they are applied to a tile/area and are curses. It is not intuitive that Disenchant Area cannot dispel those.
“12. Food production bug. Apparently related to Wild Game tile. Reproduce from FoodBug.sav See town 13Jan. 1 Forest with Wild Game = 4.5,"
"Why 4.5? Wild Game always has been +2 MaxPop? Only food has been doubled to 4.”
OK. Then add the max pop display to the Wild game tiles. Currently the Forest with the Wild Game only shows Max Pop +0.5, but you say it is max Pop +2.5. Player is supposed to see the full data and easily understand this.
“1. I attacked 6 Stag Beetles and 3 KL Halberdiers with 1 Night Stalker. With Possession I killed 5 of them and I lost my 1 Night Stalker. I lost 1 Fame for this. I think this should not result in Fame loss, since this is not bad result. Reproduce from FameLoss.Sav"
"I'm assuming the Fame loss was triggered by the Night Stalker exceeding the required EXP gain to count for a major victory or the production cost to count as losing a significant unit.
If you lose the battle, no fame or EXP is gained based on the total exp value of enemy units killed, those are only awarded to the winning side. Not a bug.”
OK. So with the same current Fame algorithm, let’s say I attack 6 buffed heroes and 3 Great Wyrms with a spearman and a Night Stalker and I kill 8 out of 9 of them, but I lose my Night Stalker, while my spearmen survives, then I still lose 1 Fame for this, since I was a the attacker, and a draw counts as a loss for the attacker? Surprising rule, but OK.
“12. Flame Blade text says: “Units whose original unit type is a normal unit are a valid target, even if they have been converted to fantastic by another spell”. This is not true for Werewolves. Flame Blade cannot be cast on them. Reproduce from FlameWere.sav"
"The Lyncanthrope spell pretty much destroys the target unit and creates a new one that has the base type of Werewolf. It's not a unit enchantment, and works more like Zombie Mastery for example.”
Then I recommend a text adjustment on one of those 2 spells to explain to the player.
However human players (including myself) do get annoyed if summoning a new unit can push one of their garrisons out and they have to move it back so an exception was made to always push out the newly summoned unit for the human player instead for a more consistent and smoother gameplay experience.”
OK, but this does not answer my question which was why not apply the same rule to the AI too? AI’s summoned unit should also be placed by same algorithm as a human’s summoned unit. That would make a more consistent and smoother gameplay experience. In addition, it would also be more fair and more intuitive.
“5. Current spell description of Disenchant Area: “Attempts to dispel all enemy curses”… But it does not work on Corruption nor Raise Volcano spells. Please add these to this spell’s description."
"Spells that aren't enchantments but one time effects cannot be dispelled, including but not limited to those, Change Terrain, Transmute, Earthquake, Firestorm, Blizzard, etc.
I think this is common sense and intuitive enough.”
I don’t understand your response. I asked Corruption and Raise Volcano. Those are not one time effects, they are applied to a tile/area and are curses. It is not intuitive that Disenchant Area cannot dispel those.
“12. Food production bug. Apparently related to Wild Game tile. Reproduce from FoodBug.sav See town 13Jan. 1 Forest with Wild Game = 4.5,"
"Why 4.5? Wild Game always has been +2 MaxPop? Only food has been doubled to 4.”
OK. Then add the max pop display to the Wild game tiles. Currently the Forest with the Wild Game only shows Max Pop +0.5, but you say it is max Pop +2.5. Player is supposed to see the full data and easily understand this.
“1. I attacked 6 Stag Beetles and 3 KL Halberdiers with 1 Night Stalker. With Possession I killed 5 of them and I lost my 1 Night Stalker. I lost 1 Fame for this. I think this should not result in Fame loss, since this is not bad result. Reproduce from FameLoss.Sav"
"I'm assuming the Fame loss was triggered by the Night Stalker exceeding the required EXP gain to count for a major victory or the production cost to count as losing a significant unit.
If you lose the battle, no fame or EXP is gained based on the total exp value of enemy units killed, those are only awarded to the winning side. Not a bug.”
OK. So with the same current Fame algorithm, let’s say I attack 6 buffed heroes and 3 Great Wyrms with a spearman and a Night Stalker and I kill 8 out of 9 of them, but I lose my Night Stalker, while my spearmen survives, then I still lose 1 Fame for this, since I was a the attacker, and a draw counts as a loss for the attacker? Surprising rule, but OK.
“12. Flame Blade text says: “Units whose original unit type is a normal unit are a valid target, even if they have been converted to fantastic by another spell”. This is not true for Werewolves. Flame Blade cannot be cast on them. Reproduce from FlameWere.sav"
"The Lyncanthrope spell pretty much destroys the target unit and creates a new one that has the base type of Werewolf. It's not a unit enchantment, and works more like Zombie Mastery for example.”
Then I recommend a text adjustment on one of those 2 spells to explain to the player.
