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Nature is not a buff realm and it already has 3 buff spells : Water Walking, Land Linking and Resist Elements.
There is no need for more, nor do we have unused spell slots.
January 9th, 2021, 17:51
(This post was last modified: January 9th, 2021, 17:53 by Cruel100.)
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(January 9th, 2021, 07:08)Suppanut Wrote: How about these idea?
Possibility 1: Let's Blood Lust allow undead units to gain 1 hitpoint back at the end of monthly turn. rate would be slower than death summon and not to mentioned much lower than what you could get from nature cure or regeneration.
Possibility 2: Blood Lust units could heal to full health if at the end of battle city is razed (turn its population into blood feast for the soldiers). Or gradually heal each end turn in your own city, but city with blood lusted units garrison would suffer population -100 and/or +2 unrest per blood lusted units (feed your own population blood to your soldiers) I like the idea that the units heal even at a very low rate. It is hard to imagine that a death wizard would not have his methods for making it happen.
January 9th, 2021, 22:48
(This post was last modified: January 10th, 2021, 05:59 by Suppanut.)
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Does AI understand that if they have doom mastery, they could get better buffed from land linking more than normal? I understand that player could easily understand this combo, does AI also understand this too?
Would it be good idea if Doomsday give additional effect of poison damage on any units end their turn on corruption tile that not belong to caster of Doomsday (or all non-chaos creatures) to make it on near peer with Armageddon?
After talk with Anskiy on discord and join his livesteam, I realized that sometimes AI seem to have problem of lack of coherent strategy. I think perhaps AI should decide from the start what is their primary prefered strategy on unit using, would it be by buffing normal units, or by summoning fantastic creatures as their primary strategy preference/bias right after picking realm and retort and before picking spell and starting race based on primary strategy and what kind of spell they would take if they could steal it by spell binding. They could also adopt secondary strategy to counter based on enemy have too but it should be as supplement or modification of their grand planning. AI should picking spell and have bias on gaining spell based on their primary strategy (at least 70% of their spell should give based on ai strategic preference) but this bias should not implement on human player (completely random unless retort he or she picked give bias on its own or choose guarenteee picked). So that they would have prefer kind of spell vital to their main strategy they want to trade for or sorcery wizard prefer buffing units as primary strategy, his or her spell-binding choice would be on combo that would support their strategy such as divine order, crusade, doom mastery, etc, or in case of summon would try to steal something like fairy ring, survival instinct, etc.
I also have noticed that ai does not priority disjunction global curse that high although they could easily destroy peaceful chaos Myrran wizard in Anskiy's playthrough who trap in alliance. He has gold and mana drop to 0 (something that I don't imagine) by stolen Doomsday by sorcery wizard stack with another Doomsday by Anskiy himself. Ai should priority highly on countermeasure for such global curse crisis. First priority is to use possible countermeasure (such as consecration, gaea's blessing, spell ward), and if not possible, they should prepare for casting disjunction almost immediately or using other forceful solutions (such as sneak attack on the fortress of allied who cast global curse or drop all the war they currently have with one another and create coalition against atrocious wizard similar to nuke using in civilization, maybe some measure should not be done by lawful but peaceful one should willing to do nasty thing for his own people sometimes for peace sake). For AI to let's itself fall to 0 gold and 0 mana mean it has terrible priority especially on self-preserving.
January 10th, 2021, 06:08
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The AI prioritizes targeting units that are fantastic with Land Linking. It looks at the current state of the unit so it will target normal units that are Chaos Channeled. It does not cast Land Linking or Buff category spells more often though.
Meteor Storm already does damage to units, there is no need for Doomsday to do it as well. It's already on par with Armageddon because it causes 5 unrest instead of 2. That's a lot of gold and production lost for the enemy even before their cities start to shrink from the Corruption.
The AI does not play like a human player and does not focus on one strategy. That would reduce diversity, resulting in less interesting games and would also make the AI weaker as it's easy to exploit a specific weakness.
The AI does prioritize spells and units that work well for the current game state higher (for example, it will summon more often with the Conjurer retort or cast more buffs if there are Divine Order enchantments in play) but these are just modifiers, not an absolute strategy that disables using anything else.
AI dispelling is governed by AI personality. AI disjunction is governed by a priority table which was posted on the forum in the past. The AI can't be allowed to dispel based on what the correct strategy is because their correct strategy is always dispelling - the AI has difficulty modifiers to their income and overland casting ability so they can pay the 1.5x higher cost of successful disjunctions and still have an advantage.
Prioritizing city protection spells higher is a good idea and I'll check if it's already included or needs to be added.
January 10th, 2021, 09:40
(This post was last modified: January 11th, 2021, 08:53 by Suppanut.)
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I think flame blade should have only +2 melee instead +3 melee but gain first strike in exchange for its loss of 1 melee point bonus. (concept from red in Magic the Gathering)
I think wall of darkness should have effect in conceal garrison inside from viewing on overland map too. and should not be revealed except when player unit has illusion immunity. In battle I think this should also take effect in that player could not see units inside wall of darkness too, not just could not shoot into it, unless unit has illusion immunity.
I also think that normal non-magical units should have at least 2 tiers, light one, and heavier units of similar roles, not all races should access to both tiers but I think mid game should have unit upgrade would make utility of normal units last longer, and nolonger spaming of just halberdier or pikemen. Tier 2 tend to be similar to tier 1 units in role but with additional armor, attack, and new ability. Tier 3 is unique only place for some races.
Here is my idea.
Spearmen group
(tier 1) Spearmen
===> (tier 2) Halberdier, Pikemen (highmen and nomad), musketeer (dwarves, suggested, pike&shot units)
Swordsmen group
(tier 1) Swordsmen
===> (tier 2) varies by races such as Crusaders (highmen), Gladiators/Berserker (barbarian), Hordes (orcs), War Trolls (trolls), hammerhand (dwarves), etc.
Missile group
(tier 1) Bowmen, longbowmen (high elves), slingers (halfling)
===> (tier 2) crossbowmen (armour priecing, large shield, movement 1, suggested for highmen, orcs, dwarves), rangers (high elves, moving from nomad), giant-slayers (halfing, suggested)
Cavalry group
(tier 1) Cavalry (movement 5), wolf raiders (gnoll), horsebowmen (nomad, movment increase to 5, but more fragile and low melee, may keep first strike but not quite useful due to low melee)
===> (tier 2) heavy cavalry (suggested, heavier armour than cavalry but movement 4), knight (highmen), jackel raiders (gnoll), heavy horsebowmen (nomad, should be similar to what current horsebowmen is)
===> (tier 3) only unique units here such as paladin (highmen), elven lords (high elves), mammoth rider (trolls), horse lords (suggested for nomad as replacement for ranger, ranger on horseback, have movement 4, first strike, and missile immunity but loss pathfinding, poison immunity, and long ranged)
Priests group
(tier 1) Shaman, Cleric (highmen, nomads, draconians, suggested)
===> (tier 2) Priest (highmen), Saint (draconians), monk (nomad, suggested as replacement of priest with better melee than normal priest)
Magicians group
(tier 1) Magicians, spellserker (barbarians), Adepts (dark elves)
===> (tier 2) Warlock (dark elves)
January 12th, 2021, 08:35
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May I suggest for change of display of hitpoint on units with multi figures? I think hit point display should be display like card stack in a file with figure with lowest hit point on the front and sort from lowest hit point to highest.
January 12th, 2021, 16:16
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Suppanut's comment elsewhere on Guardian Wind being mainly good for the AI triggered a thought: instead of just boosting income for the AI nations, you could give them extra abilities, such as immunities for some of their troops. Perhaps in one game, Nomad Horsebowmen have Fire Immunity, and Troll Swordsmen have Frost Immunity. Maybe the Halflings have cheaper Miner's Guilds one game, while the Gnolls have cheap City Walls. That sort of unexpected bonus might be more interesting/challenging than a straightforward income bonus, and might feel less like an AI cheat.
Just brainstorming.
January 12th, 2021, 23:52
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I suggest to add more feature to overland map which similar to older civilization games.
New resource
- Oasis, desert only, add food production.
- horses, grassland only, add veterancy of stable units.
New infrastructure
- Farmland/Irrigation, could be build on grassland, river, and desert tile with oasis only, add food directly to the city independent of farmer population.
January 14th, 2021, 03:55
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Any plans to make priests and shaman more useful? Currently I see little use for them, and they seem underutilized by others too. Their stats are just too poor to make them survive in serious combat, and while the boosted healing rate is a nice benefit, it's not good enough to make me produce them. As such, they get relegated to corruption cleaning duty if a maniacal chaos wizard is around. I think they should be more durable than magicians to do their job well.
January 14th, 2021, 12:46
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I agree about Shaman and Priest being a rarely-built unit. Unless there's corruption to be cleaned, I don't remember building any. The only good thing I see about them is providing different challenges as early-game neutral or AI defenders.
The healing ability should encourage building at least one per garrison, but their fragility and priority in targeting hamper that. A lowering of AI targeting priority would help, but is one-sided favouring the human player. Would a boost to defence or health open up a new exploit (stacks of shamans/priests to clear specific targets)?
That triggers an idea: City Walls could add a bonus for ranged units. That could be normal missile only or even bowmen only, if you're looking for a reason to encourage use of bowmen. (I'm having trouble with the image of horsebowmen on the walls.) Even a reduction in range losses might be worthwhile.
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