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(September 24th, 2017, 17:52)Nelphine Wrote: The big thing is making sure to start at elite, so they have the extra HP. Makes a huge difference to survival. And you can pick lairs/nodes without strong ranged, to some extent.

I seem to be finding only sprites and water elementals lately bang
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Yeah those destroy pikemen..

Clearly you just need Sharee from my game. 5 sorcery,6 death, ghouls, nagas, werewolves. No water elementals, no nightstalkers, no shadow demons, no storm giants, no wraiths.

I can't be sure she's done researching rares of course, but she should be pretty close.

The ghouls would be bad (and she's high elf so I suppose pegasi would be bad, but she hasn't got any yet. Lots of elven lords and halberdiers and magicians, although the last are also bad), but werewolves are higher priority.
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1410, AI already has Warp Node, Earthquake, and that much power :

   

Slow start or not, that's way too much, not to mention it's the green player who controls half the world with lizardmen cities, not red. red is...idk actually, probably klackons?

The combination of Earthquake and Warp Node is too powerful considering my current position, so I think I should quit this game and start another.

   

I was able to expand fairly well - lizardmen are weak against my magicians - but I can't expect to win without buildings and nodes...in fact I need to be able to produce magicians to be able to do anything at all - every city I conquer needs at least 4-5 of those to hold. And Earthquake will destroy the wizard's guilds sooner or later.

btw most things on my continent had storm giants or stone giants...two nodes in far away corners had earth elementals and cockatrices but I wasn't able to reach that far...

Maybe I should have played this the way as that old extreme game - not declaring war and slowly building up - but the growth of red and my low book count hinted at that not being a working strategy. Also, everyone being allied means I can't expand by taking out one wizard at a time while the strong one I ignore.
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btw the game definitely is much harder now.
As the AI is not attacking my cities if my garrisons are big enough, those AI stacks will stay around and pick off my stacks I try to build up, effectively lock me into my cities. As attacks are less wasteful on the AI's side, I generally need large garrisons, so less forces to use on expansion. And while I can only expand slowly due to this, eventually a doomstack appears and takes out a city anyway making my expansion even slower.

RVL time ...yes, red is klackons, with 5 nodes, and on a continent that has a ton of mountains. Her cities have 100-150% production bonus from terrain on top of being Klackon. Death/Nature with Alchemy btw, strongest early game possible. The myrran wizard is above this wizard and also plays nature/death alchemy.

eh, two of the fastest wizard in the game and me playing the slowest? No chance...
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Speaking of, can we add an additional modifier onto overland targetting? Right now, it seems if an AI has 2 valid targets, one 2 squares away (and therefore within attack range this turn) and one 8 squares away, the AI will go after the second target if it is weak enough (say, 1/15 the garrison strength). This allows time to build up a mobile defensive stack to destroy the enemy without losing either city.

I'd like a modifier that says 'if a city is within attack range, and a valid target, attack it without comparing against any cities not in attack range'.

The modifier should definitely only apply to cities, and preferably should still allow checking other cities in range (although I suspect that will be impossible, and will instead simply always be the first valid city in range found).
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Oh, I also wouldn't mind seeing that modifier only on master or lunatic.
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There is a distance modifier already. A pretty significant one.

Land attacks :
Priority of each target is divided by the distance from the stack.
A target already being attacked cannot be attacked by another stack unless that stack has a distance of 4 or less from the target and that stack can't attack anything else.

Intercontinental attacks :
Priority of each target is divided by the distance from the stack.
Targets further than 10 tiles are invalid.
Any number of stacks can attack the same target.


The problem with land attacks is this :
If any number of stacks can attack a single target, as a far away target can take dozens of turns to reach (a continent can easily be 50 tiles long in one direction with many mountains), every force the AI has on the continent will be busy heading towards that far away target, instead of building stacks, boarding ships, etc...way too easy to abuse, put a single spearmen on a far corner of an enemy continent and all their forces on the continent will be busy hunting it down. So this is not good. Not a problem in intercontinental because there is a distance limit of 10, terrain is ignored by the units, and they are often faster than land units anyway.
However, if a target is limited to one stack, it won't be attacked by other stacks which are closer. If the AI first processes the stack of 2 swordsmen 25 tiles away and they can only attack this one target of 1 spearmen in your city as everything else is too strong, they will do so and then the other stacks won't be able to target that city until those 2 swordsmen reach it, unless they have nothing else to do and are already no further than 4 tiles.

Note that land attack targets only have an army power and priority - what it is and who it belongs to is unknown. Those details are handled when it is added (or not added) to the list of targets.
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PS : in the case you describe, the first city is probably not attacked because it either has too much defenders and cannot be attacked at all, or it has so much lower priority (less population and buildings) than the other city.
If neither then a different stack is already targeting it.
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*shrug*

I think it's the distance. The enemy only had one stack on the continent capable of attacking (everything else was at most a naga plus a halberdier).

The stack in question was 9 units - werewolves, elven lords, magicians.

I had 2 cities (well I had 8 cities, but the other 6 were all far away, and better defended).

The close city (1 tile) had ~10 population and fighters guild/mechanics guild, and evetruing that leads to those two. The farther city (8 tiles) had wizards tower, maybe an amp but I'm not sure, merchants guild, etc - definitely more buildings. But only ~15 pop.

However, the close city had 3 champion bezerkers (~11000 offense, ~4500 defense); the farther city had 2 elite high elf spearmen (~1000 offense, ~700 defense). That makes the far city about 9 times weaker, so even when divided by 8 for distance, it still 'seems' like a better target.

I believe that the stack was capable of attacking the bezerkers but I don't remember exact composition so I can't prove it.
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The amount of defenders don't change the priority, only buildings and population do.
11000/4500, that does sound a lot more than a stack of 9 random units. Especially magicians...but even 9 werewolves can't attack that.
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