Quote:- A wizard that's been battered offered me a peace treaty. I said no. One turn later, I offered him a peace treaty; he said no. In CoM1 the wizard still would have accepted.Refusing the offer drops the peace interest variable by 100, just like CoM I. Whether that is enough to refuse next turn or not depends on how much it was originally, but in general you shouldn't refuse something the AI offers if you want it. You might need to wait for a while before the variable grows back and they offer it again or accept it if you make the offer.
Quote:- On the topic of peace treaties, I've never been able to get one in CoM2. Doesn't matter if the wizard has been thoroughly beaten, or if I've offered tribute, or if it's the same turn they offered a treaty. They'll offer things but never accept. (Spell trading not included since that doesn't seem reliant on relations.)
I see nothing unusal in the code. Are you offering the peace correctly? I mean, by doing it when their peace interest variable is high?
https://masterofmagic.fandom.com/wiki/Peace_Interest
Quote:- And, following that line of thought, Charismatic seems thoroughly worthless, at least on high difficulty levels. Everyone just rejects every offer, every time. (This and the last comment were compounded by the tribute bug before. I see it's fixed now so I'll try Charismatic again for a playthrough.)
Same here except these use Treaty Interest : https://masterofmagic.fandom.com/wiki/Treaty_Interest
Quote:- Final comment on this, but there should probably be a countdown timer before a wizard can re-declare war after signing a peace treaty. The beaten-down wizard offered his treaty again (a turn after refusing mine) and I accepted; one turn after that, he declared war again. He's Ruthless / Perfectionist but regardless of personality type, I don't think wizards should engage in suicidal behavior unless they're Chaotic. Another wizard, one I've never even seen on the map, did the same thing to me later; war off / war on within two turns.
I checked and the condition that PeaceCounter<=0 exists at the beginning of the "NeedforWar" procedure. It's not possible to declare war though anything except a "warning based" war declaration which requires you to do something to trigger a warning or most likely multiple warnings.
The only other possible explanation would be that war declaration has a bug that causes it to apply to the wrong player. I'm not seeing that kind of bug either.
Quote:Guardian works for founded cities now but doesn't work on conquered cities. In this file I've conquered a lizardman city in a desert, note that its max size is still 4. The Klackon city to the northeast also didn't change its max size after being conquered. https://ufile.io/b5ptb0gb
Guardian works on your home race cities. As you mention two different races there I assume you didn't know that.
Quote:- Sky Fires doesn't work. It seems to throw a total of 2 fire bolts per battle and they're thrown at completely random tiles, usually with nothing in them. You can try it out in this game: https://ufile.io/8oldbxrsThe flying sounds and animation time of nothing moving tells me there are air elementals here and you can't see them.
Quote:Enemy AI don't seem to properly reevaluate targets that have changed. I've noticed multiple times that I can reload and move a unit that was attacked over the end turn and the AI won't move to the location that it planned -- usually a node. Here's a really egregious example: move all my units out of Gronk, which Flandre is planning to attack. With no units left in the city she reroutes to some other destination and ignores the completely undefended city:
What happens here is, by removing the units, the city slightly decreases in target priority. It goes from 2690 to 2600. (the units in the city are no longer there so they won't be killed so the attack is worth that much less.)
Your fortress is 12 tiles from the stack and has a target priority of ~24000.
So the attack priority of the fortress is 2041.
The empty city is...skipped, eh. I've already checked and it was added as a target so something must be removing it later.
Oh ok, I get it.
Basically this is how the system works. Unless there are exceptional circumstances, each target can only be attacked by one stack. If a further away stack that comes earlier in the processing order already noticed the city, it is removed from the list of targets. So basically, the AI says "I can take that with those 1 sprites so these good armies can be used for something else, let's attack his capital and that other big well garrisoned city".
While this is a good system for enabling the AI to attack many targets simultaneously and being less vulnerably to manipulation (at best the one stack heading towards that target will be affected instead of possibly every stack on the continent), it also means it misses the opportunity to attack the target using the nearest stack.
There are two ways to solve this :
1. Allow the AI to attack the same target with multiple stacks if special circumstances apply. This already exists as a feature and works fine, but we need to add a new condition that can spot this corner case without sending too much stacks to the city. Maybe "if target has no defenders and distance<=3" could work fine?
This is easy but doesn't really solve the underlying problem. We also can't omit the "undefended" part because using one's best stack on a weak city that has 1 spearmen and losing the stack to combat spells is a horrible move.
2. Overhaul the whole system to use an algorhytm that optimizes target selection in a way that if there is a closer stack to use, it replaces the one initially ordered to attack that target, and the further stack picks a new target.
This is probably a bit more difficult but I think should be reasonably doable though it brings us to uncharted territory.
The downside here is that this system doesn't allow attacking the same target with multiple stacks which the current version can do and which is pretty important in some cases (like one city being surrounded by 5 enemy stacks, or the AI trying to send a lot of smaller armies through a single tower)
...there might be more to it than this though. A stack targeting the city shouldn't remove it as a target completely, it only sets the target value to 1. I'll have to investigate this further.
Ok, it was skipped because the priority was lower and if it's lower then it skips the whole block to not look for a path and save on processing time. So that's fine but it also means we can't put in a condition that depends on path length to prioritize the target higher. Which means "if target has no defenders and distance<=3" can't use the path length, only the distance ignoring the actual path taken. Which means the player can abuse this by surrounding the empty city with spearmen and only opening it up on the opposite side the AI can't reach in a turn.
Using the path itself would likely make AI turns significantly longer because currently that is skipped on all targets that do not have enough priority to be chosen over the already found best regardless of the path length found.
Quote:- Sorry for asking again but I don't think you answered before -- why don't life drain and syphon life give hero / creature casters health anymore? I rather liked that mechanic in MoM. Death could use the help, too; it doesn't feel all that strong in the early game in CoM2.
Missing feature, I'll add it.
Quote:- The ruins spawned from neutral monsters destroying settlements are odd. Uncommon monsters seem to often spawn rares -- which would be a cool way of generating new treasure in the game, except that I've gotten results like 120 gold from killing 6 angels and an earth elemental (which somehow spawned from an earth elemental plus 2 war bears and a wild boar). That's more of a punishment than a fun mechanic.
Definitely a bug, these should have the monsters that created it and nothing else.
The code doesn't seem to be wrong though. Might be related to the "10 units in lair" bug, I'll need saves for this.
Oh, maybe that... newly created lairs don't seem to zero the variable for defending unit type and amount.
Quote:- The "Revolting Raiders" setting is a bit of a letdown. The most intimidating neutral city stack I've seen was 9 halfling shaman; not that hard. Also, even when I've had neutral cities nearby, they seem to rarely spawn stacks. It seems like there's a timer to spawn a neutral stack, and it chooses between ruins and settlements? Anyway in the majority of games, the wizard AI takes the enemy settlements before they can spawn a single stack. I think with this setting on a few things should be true: 1) all the neutral cities should have a wall and 2) start with a full garrison; 3) they should all have either a fighter's guild or wizard's guild, or failing that, barracks and an alchemist. That seems like giving a lot to the player; except those structures are almost always destroyed by conquest.
Neutral towns have a separate timer from monsters but they only have one timer instead of one per player targeted - as there is no guarantee everyone's territory has a neutral town. So there are fewer of them.
They can only be the units already present in the neutral city which means smaller towns that don't start with a high end military building will send crappy units.
However in the earlier CoM I versions we did have neutral towns that started with more military buildings and it was close to unplayable, even without the option being on. Basically, high end units are too hard to deal with in the first part of the game, even if that neutral "only" sends 3 minotaurs or 2 nightmares at you, it's bad. Of course that was before those required 1406 to be built.
I don't think the neutrals should start with more buildings or larger cities - exactly because the sent units depend on the city itself, this isn't like monsters where the units scale by turn count. A Sorcery node will not send Sky Drakes at you on turn 30 but a neutral town will send magicians, minotaurs, hammerhands, or whatever else assuming they have the unit available.
Maybe the option could increase the chance for the neutral towns to build military buildings or raise their production amount. That doesn't lead to immediately having units that are unbeatable, but might give the cities better units over time.
Quote:- One more hard mode raiders idea: what if neutral stacks could spawn with a hero? I think that'd be really neat and add some challenge, particularly if the hero could spawn at higher than base level.
Hero data has a lot of stuff that's wizard related - without an owning wizard, either every access to hero data needs to be special-cased for neutrals, or the game will crash.
Kinda like how whenever a neutral tries to look at "do I have global enchantment X" the game crashes. (was the problem for those efreets.)