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The ai tries to find invisible units, as near as I can tell that's the only reason it moves around randomly, yes?
Well it's not very optimal because in my current battle my one invisible griffin is fighting 6 stag beetles. I've decided to hit done 25 times. The kicker though is the beetles ARE finding my griffin. It doesn't matter though because they move 4tiles and then if they end up next to the griffin I just move next turn.
Even if the beetle moves 3 tiles and then sees the griffin, instead of attacking it moves once more. This must mean the random search pattern is instructing each unit to move it's maximum movement each time it tries to find you? right? well it will never find anything like that because it's not saving movement to attack? Maybe have it move all but 1 of it's movement then if it's not next to the invisible unit it can move once more one more tile?
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(June 19th, 2016, 00:28)namad Wrote: The ai tries to find invisible units, as near as I can tell that's the only reason it moves around randomly, yes?
Well it's not very optimal because in my current battle my one invisible griffin is fighting 6 stag beetles. I've decided to hit done 25 times. The kicker though is the beetles ARE finding my griffin. It doesn't matter though because they move 4tiles and then if they end up next to the griffin I just move next turn.
Even if the beetle moves 3 tiles and then sees the griffin, instead of attacking it moves once more. This must mean the random search pattern is instructing each unit to move it's maximum movement each time it tries to find you? right? well it will never find anything like that because it's not saving movement to attack? Maybe have it move all but 1 of it's movement then if it's not next to the invisible unit it can move once more one more tile? It's using all movement because that's how it was possible to do it. It certainly isn't very effective but better than nothing. Also if one unit stops near the invisible, others still having movement will see it and attack if able.
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Just an idea on Fame. Instead of eliminating Fame loss for building destruction, it would be cool to have both Fame and Infamy. And Infamy could effect the types of heroes you get access to. You could have some of the heroes and champions have an Infamy requirement, not just a Fame requirement. you can, of course, have both Fame and Infamy. For example Mortu, Ravashack, and Deth Stryke might require Infamy over 20. Malleus and Morgona maybe infamy over 10, or whatever...
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The new Retort Tactician is +1 all unit defenses (and more to heroes). Does strategic combat take this into account? I ask because it doesn't show up on the overland unit view.
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(August 23rd, 2016, 19:38)Nelphine Wrote: The new Retort Tactician is +1 all unit defenses (and more to heroes). Does strategic combat take this into account? I ask because it doesn't show up on the overland unit view. Yes, it does. Units are actually created as combat units and their stats are taken from there so all combat only effects apply, including Tactician, Holy Bonus and even Heavenly Light or Guardian and similar spells and abilities.
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(March 25th, 2016, 00:22)Seravy Wrote: Modified Random Events :
Depletion, New Minerals : Fixed to now appear
Nature Conjunction : Fantastic units gain +2 DEF and RES.
Chaos Conjunction : Direct damage spells do 33% more damage.
Sorcery Conjunction : Casting Skill increases 4 times as fast from mana spent on it (not including spell effects) I don't think Sorcery Conjunction is working as intended. I tried investing mana in Skill during it, and the Skill improvement rate was exactly the same as it would be without the bonus.
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(August 24th, 2016, 11:22)Settemio Wrote: (March 25th, 2016, 00:22)Seravy Wrote: Modified Random Events :
Depletion, New Minerals : Fixed to now appear
Nature Conjunction : Fantastic units gain +2 DEF and RES.
Chaos Conjunction : Direct damage spells do 33% more damage.
Sorcery Conjunction : Casting Skill increases 4 times as fast from mana spent on it (not including spell effects) I don't think Sorcery Conjunction is working as intended. I tried investing mana in Skill during it, and the Skill improvement rate was exactly the same as it would be without the bonus.
It works, but isn't displayed, it basically adds the bonus at end of turn when you gain the RP, not inside the income calculation itself. Same for AEther Binding. Maybe I should alter them to be displayed if possible?
September 4th, 2016, 13:12
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This may not be popular (or possible) but what does everyone think about setting AI bonuses not just on difficulty but also on number of computer players? So 4 would get less boost than 1.
September 4th, 2016, 13:25
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I don't see the point really myself. I've literally never played a game with less than 4 wizards, although I can see how someone might want to, to make a game easier/shorter.
Decoupling non-difficulty settings from difficulty settings always the player to custom tailor how hard their game will be, it's the point of that menu imo.
September 4th, 2016, 13:37
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Fewer wizards means they get more territory and get powerful in the late game. Which is harder to beat, one wizard having a stack of sky drakes or two each having only basilisks?
Admittedly if you attack the one AI wizard in the early game and not let them expand (or they get stuck in a corner to bad RNG) it's a different story, but if there is a late game it doesn't matter as much as it sounds.(especially as with 4 wizards, there is a good chance at least some of them will fight or eliminate each other)
Aside form this, implementing the feature would be way too hard.
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