Quote:- All 4 Opponents declared war on me very early for no reason. I was a bit behind in power, but did not do anything to provoke them. (I was locked on a small island in the beginning.)1.51RC4 should improve this significantly, give it a try.
Quote:- Later on, the opponents refused to trade spells, although I had some very high powered black spells, they were certainly missing.They probably had nothing to offer.
Quote:- Jaer Windmage: Has ability wind walking. When he fights on ocean squares he cannot move.That's what wind walking does. Flight on the overland map, but not in combat.
Quote:- Jaer Windmage: In combination with a pathfinding unit the whole stack needs 1 movement point per square. So pathfinding does not work.Pathfinding is a ground movement type, you can't use it while flying. (The whole idea of pathfinding being faster than flight is stupid to be honest, in the CoM mod they are equal speed)
Quote:- Enchanted roads: Pathfinding units need 0.5 movement points even on enchanted roads.I suspect you used noncorporeal units for these? They cannot use roads.
- Enchanted roads: When you order a unit somewhere on enchanted road to board a ship a few tiles away, it treats the enchanted road as normal road.
Quote:- Single Wyvern Rider: Moved to destroy an unoccupied Gnoll outpost. Destroying the outpost did not cost movement points.Outposts have roads under them. On Myrror they are enchanted roads.
Quote:- You have a combined stack of flying units and ships. If you want to move away with one ship, all flying units follow the movement, although they are not marked.Not a bug, that's how ships work, they transport all unselected units in the stack automatically. A bad solution but otherwise the ship couldn't move if the units carried are out of moves.
Quote:- I used the warp node spell on enemy nodes and AI does not dispell their warped nodes, instead it gathers magic spirits around them.I'm not 100% sure but I think the AI dispells cities and other stuff first, nodes last. Or the opposite, I don't remember.
Quote:- Three enemies did not cast spell of return, although they had many cities left (they should?).Wizards with exactly zero mana left don't do it. It's a very silly feature which I already removed from CoM, I don't remember if it's part of the 1.51 patches though.
Quote:- All enemy heroes stayed usually at their master's fortress forever (they should not?).This works better in Caster of Magic where the AI uses each hero for its intended role (either fortress or sending it out to attack things), however that patch is far too detailed to be compatible and is based on unit abilities that don't exist in the base game so it's not part of the 1.5x patches.
Quote:- Roaming monsters from nature node attacked my city and still had the stat bonus from the node.Nodes have auras around them which is only visible after you meld them. Anything in that area receives the bonus.
Quote:- The last opponent with two cities left had to disband all his land troops (because of not enough gold?) except he kept his large fleet of many warships.The AI is not allowed to disband ships - it might drown other units. This is why ships have zero maintenance in CoM. I'm not sure if that's also part of 1.51 but probably isn't.
Quote:One last question: Is there a table somewhere which bonusses the Ai gets? It seemed to me that even on "normal" difficulty it is cheating a lot.Yes, there is. You can see it by using ISLE's tweaker and loading wizards.exe.