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New experimental version

Actually, nevermind, I think we have conclusive evidence.

Out of 10 games, containing 7 lizardmen wizards (yay, lucky to have so many in such a small number of games), the following ratings are calculated for each race :
(1 meaning the wizard was the strongest, 4 the weakest, 5/6 if down to one city or wiped out each game, averaged)

Turn 200
Halfling 3.00
Lizardmen1.43
Nomad 3.67
Orc        3.50
High Elf 3.50
High Men 3.50
Gnoll        3.25
Klackon 3.00
Barbarian 3.33


Turn 300
Halfling 3.00
Lizardmen2.14
Nomad 3.33
Orc   5.00
High Elf 4.50
High Men 3.50
Gnoll 4.00
Klackon 3.50
Barbarian 4.33

So yeah. That number stands out so much it's impressive. The advantage was less in later turns, but still enough to keep the wizards strongest on Arcanus (typically the 1st one is the Myrran wizard).
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How long does it take to run a game that long? Can you do 200 games, and get stats for different myrran races as well?
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3 hours per game. Depends on map size and difficulty tough, some are 1 others 5 hours. A typical late game AI turn is 1-2 minutes.
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It's up for download now :


Quote:EXP9N
-Lizardmen population growth reduced : 12->7
-Klackon population growth increased : 8->11, Outpost 0->20
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Tweaking the AI priorities for the curse category, planning to release it later today.
In particular I think the AI uses way too much Spell Blast at random when it's not meant to - I can barely cast spells this game and it's a lawful expansionist wizard doing it. The modifiers for lawful, expansionist and Divine Order don't interact the way I would prefer them to.
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Quote:EXP9P
-In the optional portrait files, the Warrior Mage hero's unit sprites have been redrawn to match the character name and portrait. (Sakura! Better late than never...)
-Adjusted AI overland spell category priority for Curses :
Base priority/personality : 200/100/50/50/25/5 -> 125/75/30/30/12/4
Minor army needed  bonus : +30->+20
Major army needed bonus : +80->+60
Divine Order : +25-> +33% of the existing total, applied last
Expansionist : +33 -> +50% of the existing total, applied last
Bonus for curse categories known : No change (+25/18/18/65/40  building/ damage/ node/ top tier/ economic)
The main purpose of this change is to tone down “excessive” curse use of wizards that aren't meant to do so (mostly wizards with Spell Blast as their only curse)


(Note "O" was skipped because it looks too much like 0)
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Quote:EXP9Q
-When opening the spellbook on the overland map, if a spell that could be cast instantly is selected, it'll be cast immedaitely. This allows the player to use Alchemy to finish a spell that could have been done that turn, but lack of mana prevented that from happening at the start of the turn.

Something minor that happens rarely but is pretty annoying...
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What's the bug? That seems like it should happen? Or do you mean you're making that work that way now? (This happens to me all the time, multiple tines per game at least, so I wouldn't say its rare)
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I mean I made it work that way : if you used up all your mana and failed to cast your spell, you can break an item or use alchemy and finish it without having to waste a turn.

It's pretty annoying to see "instant" on a spell and still having to wait a turn to complete it. Especially if enemies have Spell Blast.
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Agreed. This is a great quality of life change, thank you.
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