Quote:Does this mean if I have 2or3 units constantly moving around the settler blocking it's best location I can force it to move back and forth forever?
In theory if you know the two best spots it wants to take and block one then the other and never let the settler reach either of them then yes it'll keep going back and forth. However if you miss the timing by even one turn or miscalculate the location of the best place, it'll fail. If you block both in the turn the settler is trying to select, or another wizard blocks it, it'll also fail, the settler will then select a third place. Also, "best" is weighted by the distance. It's more likely for the settler to find an adjacent tile the new "best" than to go back to a previous location further which got unblocked. Oh and if the second settler arrives when the spot needs to be unblocked to turn around the first, it also fails. Or if another wizards sends one.
So the short answer is, no I don't think any player will be able to take advantage of this. Especially without knowing the exact formula for how much a place on the map is worth (it's something like x*population + y*production bonus + z*mithril + w * adamantium etc considers about 10 factors so good luck finding it out)
I see, that weighted by distance is what probably makes them eventually give up in 2.5 and before anyways. Sounds like you really thought this patch through. Sound be a good upgrade to ai settlement placements.
Hopefully seravy this is one of the save games that you wanted, have *way* too many autosaves from previous games, etc in my directory, but this has the red and blue near the node.
(August 10th, 2016, 05:24)grazzy Wrote: Hopefully seravy this is one of the save games that you wanted, have *way* too many autosaves from previous games, etc in my directory, but this has the red and blue near the node.
Thanks, I was able to fix this bug.
Also, update !
2.62
-Base item cost for items with no power lowered : 50 for weapons except 100 for Staff, 50 for accessory, 100 for shield and chain mail, 250 for plate mail. This should help making Enchant Item more accessible in the early game for making weak artifacts.
-Resistance cost on items changed to be 120/240/360/480 for +1/+2/+3/+4, making +1 and +2 more affordable in the early game.
-Elemental Armor cost in items raised to 500. It's way more powerful than it sounds, as heroes generally move fast enough to avoid melee combat, and it's easy to grant them immunity to missiles, which leaves spell and magical ranged damage and Elemental Armor blocks those very well.
-Inner Fire item cost lowered to 400. Neither Fire nor Cold Immunity are particularly outstanding abilities and Immolation is decent but a hero rarely has problems dealing with multi-figure low defense units by the time 500 mana becomes affordable.
-Pathfinding cost reduced to 100 : It's nowhere near powerful enough to be worth 200 mana crystals.
-Fixed bug : Nomad magicians under AI control try to cast invalid spells, such as “Bank”.
-When the AI declares war, it'll now use a war declaraton text that implies which war declaration type triggered : militarist, rivalry, warning, alliance, chaotic or low relation.
-AI will no longer try to attack an enemy node if a 3rd party has units on it who is not an enemy.
-Fixed bug : Nature's Wrath fails to trigger on Summon Hero, Summon Champion, Spell Binding, Incarnation, Resurrection, Great Unsummoning, Final Wave
-Casting Great Unsummoning now has a diplomatic penalty of -6 and triggers a “you killed my armies” type of warning message.
-Casting Final Wave now has a diplomatic penalty of -12 and triggers a “you killed my armies” type of warning message.
-When the Grand Vizier is enabled, the game will not pop up “building completed” messages anymore.
-Warlocks now cost 210 to build instead of 240.
-Nightmares now cost 240 to build instead of 300 and 5 to maintain instead of 6.
-Dark Elf growth is slightly improved, they now get +20 people/turn instead of +10. (which is still the lowest in the game)
In particular I'm not entirely sure how the diplomatic penalty on Final Wave will work out. I'm sure Great Unsummoning will be fine, Aura of Majesty generates a +2 relation per turn so a -6 is still safe even if the spell is used once every 3rd turn. Final Wave on the other hand will most likely drag Death wizards into wars, although that might actually be a desirable effect since the spell weakened the other players, so it's a good time to attack them anyway. It might result in the wizard gaining territory and becoming stronger through the war caused by repeated casting of the spell. Reduces the chance of Death Wizards being able to maintain pacts and alliances quite a bit, though. At only 500 mana, the AI can cast this spell quite frequently...
Warlocks were already the best dark elf unit and one of the best units in the game, why the cost reduction?
On the flip side nightmares sucked, no one ever used them, they cost way too much, and I'm not sure this is a big enough buff :-p
(August 11th, 2016, 10:11)namad Wrote: Warlocks were already the best dark elf unit and one of the best units in the game, why the cost reduction?
On the flip side nightmares sucked, no one ever used them, they cost way too much, and I'm not sure this is a big enough buff :-p
Magicians cost 120.
Warlocks are clearly better but not better enough to cost twice as much, not to mention this is a race which is supposed to have outstanding units (since it grows very slowly). Yes, Doom Bolt is amazing and usually more powerful, but offers less versatility than 20 MP (which can be spent on stuff like confusion, petrify, or even 2 webs or healing, or dispel magic!), and warlocks have 2 higher attack power which is...well, two higher, not twice as powerful.
Besides, Warlocks, just like magicians are a vulnerable unit that is expected to often die in battles. High cost+dies in the battle = not very good.
Nightmares are very powerful units, they have high enough ranged attack power (8 base attack with +2 to hit) to damage even armored units, and they fly while attacking from a range, have an equally powerful melee attack, high resistance and enough health to survive some attacks, so they pretty much only have strengths and no weak points. 300 was unreasonable though, not even Paladins cost that much. Still this is the best normal unit in the game in my opinion (flight plus ranged is that good).
Fixed some bugs that caused AI settlers to wander in circles.
Chaotic wizards now offer random alliances to anyone as well as declaring random wars. Both have a chance independent of difficulty level.
AI should be a lot smarter at targeting their direct damage spells, and should completely avoid casting them at targets that are likely to not take damage at all.
Grand Vizier now has two modes : all buildings, or nonmilitary buildings only.
Fixed several other bugs.
2.63
-Fixed bug : Haste does not double movement for the turn when it is cast.
-Fixed bug : Overland only unit buffs are 5x harder to dispel than they should.
-Fixed bug : Overland Dispelling Wave removes Orihalcon
-Chaotic wizard now have a uniform 1/150 chance to declare war on any wizard each turn, regardless of the difficulty level. (originally higher difficulty raised this chance)
-Chaotic wizards have a 7/150 chance to form an Alliance with any other AI player when positive AI diplomacy is rolled (once every 7-15 turns depending on difficulty)
-Chaotic wizards have a 7/150 chance to offer an Alliance to the human player whenever positive diplomacy is rolled (about once every 7 turns)
-When the AI selects a target for a direct damage spell, regenerating and combat summoned units have a lower priority, already damaged, ranged, flying, or invisible units have a higher priority, and the base priority is (still) the expected amount of damage done to the unit. Spells that do damage to all figures ignore the damage already taken by the unit, but will consider all other factors as normal. Since the damage expected will be higher on more figures, those units will get chosen.
-Drain Life and Syphon Life now also incorporete the above changes. However they'll prefer regenerating units instead of avoid (undead damage prevents regeneration).
-When the AI selects a target for a direct damage spell, expected damage is now being calculated by simulating the spell on the unit 10 times instead of only once for more accurate results.
-The AI will not use direct damage spells one a target unless a minimum of 2.5 damage is expected.
-The Grand Vizier now offers the choice of building all buildings, or all non-military buildings only. The following buildings are not built if the latter is selected :
-Barracks
-Colosseum
-Fighter's G.
-Armorer's G.
-War College
-Smithy
-Stables
-Fantastic Stables
-Shipyard
-Maritime Guild
-City Walls
-Fixed bug : Grand Vizier builds housing randomly instead of only in pop 1-4 towns.
-Fixed bug : AI builds housing randomly instead of only in pop 1-4 towns.
-The AI now considers Housing as a “pop/prod boost” building instead of “avoid”. (but is limited to build that only below 5 pop!)
-Fixed bug : Settlers lose sight of their targeted map tile and wander around in circles. Caused by obsolete code that resets “go” orders on units nearby enemy cities and whenever continents are reevaluated.
-Fixed bug : When “all units retreat exhausted”, not involved units count as fleeing and can potentially die (floating island, units carried by ships)
(August 13th, 2016, 06:12)grazzy Wrote: heres the save game
Thanks. I replayed the battle at least 5 times and he never used dispel magic 3 times in a row, more like one out of every 5 spells. Looks like it wasn't a bug, just very stupid RNG plus the effect of higher priority on dispel for runemasters.
Wait, Runemasters have +18 priority to use dispel... That's waaaaay too much.