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Caster of Magic Release thread : latest version 6.06!

Quote:How do revolting raiders and monsters gone wild choose where to go? They seem to prefer to attack weaker defended cities even if further away from them. Or do they prefer to attack the human player instead of the AI? Do they intentionally attack weak armies walking on the map too?

The formula is n the changelog.
They don't attack armies intentionally but they are allowed to attack armies if the shortest path leads through them.

Quote:Do AI players know where my capital is from beginning? Do they know my defenders all the time without scouting? Do neutrals know each city's defenders? AI seem to know where my nagas and lizards are on water, so they find them and attack them without scouting.
AI scouting only affects city curses.

Quote:What happens if I surround a node with units? Can they spawn into a battle? Or they never spawn from there? Or spawn to 2 tiles away from node?
Never spawn from that node, as it won't be chosen due to having no valid tiles to spawn on.

Quote:What other rules are there where AI plays by different rules than human player?
Most of them are listed in the difficulty table.
There are very few that aren't difficulty specific and probably scouting is the only significant one.

As far as I remember the AI pays less to the merchant for items, not sure if there was anything else.

Oh, the AI can see where invisible units are except when moving units in combat or targeting the invisible units with spells. This exists mainly because it was never implemented but also because implementing it would make Invisibility way too exploitable.
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“AI scouting only affects city curses.” What does this mean?

“Never spawn from that node, as it won't be chosen due to having no valid tiles to spawn on.” Cool. Does it attempt to spawn somewhere else at another place to make up the missed opportunity? Or that opportunity to spawn is lost for the whole map?

Undead Trireme for AI? Trireme is immune to Confusion. Why not to create undead? Cool though but does not fit the mechanical undead theory.

My undead hell hounds used up only 1 movement point on global map on exploring ruins on hills. It should be 2. My normal unit used up 2.

Generate a few lairs and nodes on Antarctica. That would bring in that otherwise useless part of that continent into play. Currently there is not enough reason to explore it. Real estate should be used well. Scouting the poles takes resources. So this way it would not be useless.

If newly built, hired, or summoned unit does not have space on map square then it spawns next to that map square in this precedence order: NW, N, NE, E, SE, S, SW, W? or NW, N, NE, W, E, SW, S, SE. Wild monsters also spawn this way.

User interface allows Engineers to get order to build only on current tile they are standing on. But the order fails. Turn this off since it does not work.

AI does not move its ship after loading in ground units. I can move ships after loading. I can even load, move ships and unload in same turn. Make AI use it more efficiently or change the rule that a ship can’t move after loading. I massacre the AI ground units on ship.

What is the rule on ending battle when only 1 Confused enemy unit left? There may be no incentive to melee it. So I wait it out. What is the Fame difference of just waiting it out and get a defensive draw vs. killing the confused unit at the end?

What does Spell Power in the Int. Agent mean?

Legendary is displayed wrong. My newly hired Rogue was level 2 Myrmidon and had Legendary +15. I cast Heroism and it made level 4 Commander. Legendary went to +30. But text on it says “hero adds +5 fame per level of the hero”

Heroic Heart spell seems redundant weaker version of Healing spell. Maybe change it to gain 7 HP even beyond its maximum. That spell is called Aid in the Eye of the Beholder game. Make 2 versions of it. Overland map and battle. Allow any living unit to receive it. Total 7 HP evenly distributed to all figures. Possibly leaving front unit not at full (new) HP. Make it an expensive Arcane spell.
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Quote:“AI scouting only affects city curses.” What does this mean?
Casting city curses in the only thing in the game where the AI has any scouting mechanism implemented.

Quote:Cool. Does it attempt to spawn somewhere else at another place to make up the missed opportunity? Or that opportunity to spawn is lost for the whole map?

Only places where monsters can spawn will be chosen in the first place so that is no missed opportunity.

Quote:Generate a few lairs and nodes on Antarctica. That would bring in that otherwise useless part of that continent into play. Currently there is not enough reason to explore it. Real estate should be used well. Scouting the poles takes resources. So this way it would not be useless.
It's meant to be useless. Those tiles aren't even recognized by AI players as land.

Quote:If newly built, hired, or summoned unit does not have space on map square then it spawns next to that map square in this precedence order: NW, N, NE, E, SE, S, SW, W? or NW, N, NE, W, E, SW, S, SE. Wild monsters also spawn this way.

Neither, as far as I remember it's NW,W,SW,N,S,NE,E,SE. It's basically a for x=-1 to 1 for y=-1 to 1 loop.

Quote:User interface allows Engineers to get order to build only on current tile they are standing on. But the order fails. Turn this off since it does not work.
It doesn't fail. Single tile roads are not visible. Connect it with another tile.

Quote:AI does not move its ship after loading in ground units.
Not possible due to AI processing order. Will be done in CoM II though.

Quote:What is the rule on ending battle when only 1 Confused enemy unit left?
Confused units are counted as belonging to their original owner even if they switch sides for the turn.

Quote:What is the Fame difference of just waiting it out and get a defensive draw vs. killing the confused unit at the end?
Nothing, confused units die at the end of combat so they count into exp and fame.

Quote:What does Spell Power in the Int. Agent mean?
Your casting skill+spells researched, don't remember the formula for calculating it in details.

Quote:Legendary is displayed wrong. My newly hired Rogue was level 2 Myrmidon and had Legendary +15. I cast Heroism and it made level 4 Commander. Legendary went to +30. But text on it says “hero adds +5 fame per level of the hero”
Rogue has Super Legendary.

Quote:Heroic Heart spell seems redundant weaker version of Healing spell.
That's what it is supposed to be, yes. It works as intended. Non-Life players need to heal heroes, too.
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Super ability question:

Did you make Random Abilities to progress from regular to Super?
Like if a hero gets Blademaster, does he progress to Super Blademaster?

Or are Super abilities only available through low % random generator?
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It works the same as the original. If a hero get a random ability that it already has the ability upgrades to super.
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(May 30th, 2020, 07:38)Seravy Wrote: It works the same as the original. If a hero get a random ability that it already has the ability upgrades to super.

Aha!  So it works that way. Super! Thank You.
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“Only places where monsters can spawn will be chosen in the first place so that is no missed opportunity.”
I know. You did not understand me. For example, it tried to spawn a group of monsters next to a spawning place, but it was surrounded so it failed. What does the algorithm do next? Does it try to spawn monsters at a different spawning place in same turn triggered by this failed spawning? 

“It doesn't fail.”
I mean it is useless to offer it if it can be clicked but nothing happens. Try to remove it.

New road connecting 2 cities for first time did not give financial benefit. No change in city gold income display.

“as far as I remember it's NW,W,SW,N,S,NE,E,SE”
Nope. Sprite summoned spawned N of city. NW, W were blocked. But SW was open with slot to spawn there. 

If Nagas move together on river with hero that can only walk normally then Nagas also spend 2 movement points. This forces user to move them separately even if in same stack. Can you fix this?

When I move the staff sliders in Magic and lock in one of them then it still changes a little bit when I reallocate between the other 2. Can you fix? 

When battle starts invisible enemy unit may be in the middle which gives it away to me that there is one. This is OK, although significant info. What is the algorithm on placing units on the battlefield? Can that be randomized? Or known before battle who will stand in first row?

When fighting against invisible unit I can find them with a fast moving unit before moving. As I hover over each square it shows where I cannot move. This if OK, but it would be better to not display that. This defeats the purpose of invisibility if I know where they are.

I was defending Chaos Node and in battle I received Heavenly light benefit due to Guardian Spirit. But clicking Info did not display this. Add it.

AI cast Darkness in battle. My Skeleton should have received the benefit of it, but did not. It happened after it cast Weakness and Black Prayer. I think this used to work correctly in MOM. Did you turn it off?

Change AI to not move around in battle if enemy only has flyer who chooses to not engage. So battle would be shorter and giving exact same result.

Can you make the builders to act at the beginning of the turn? So they will not act in the middle of my turn?
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Quote:What is the algorithm on placing units on the battlefield?
Melee front, ranged back, don't remember the details.

Most of the things you listed are unfixable the rest work as intended and I'm not changing them.

Black prayer probably cancelled most of the darkness, I see no other possible explanation (+1 from darkness and -1 from black prayer is 0 for attack and defense)
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A neat bug just happened to me so I had to stop lurking and join...

Merlin's summoning circle was in an outpost which I conquered, but after conquering it, he's still summoning to that location.  Witness Hellhounds on the same map square as my Giant Spiders! (save attached)


I suppose since his only remaining city is already fully garrisoned the AI doesn't prioritize moving the circle there?  Or maybe he's busy with a multi-turn spell.  Either way, it's quite interesting to see summons appearing out of nowhere.

Using v6.03


Attached Files
.gam   SAVE8.GAM (Size: 151.96 KB / Downloads: 2)
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I can confirm his summoning circle is at the location indicated. Conquering cities should automatically move the circle, maybe outposts skip that somehow. I'll add this to my todo list.
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