Hello,
First, thanks for your work! Thanks also for the other person which did the work for the Insecticide patch” before.
I played the game many years ago and a few weeks before again without patch. I played on “medium” difficult before. Because I played vanilla a few weeks ago, only 1 game and only on “medium”, I don’t know if the following questions and found bugs are related to “1.51” or based on “vanilla” or based on “Insecticide”.
But I hope you know. J
Bugs:
Entangle
- Entangle affect also “flying” units, but in spell description is written it is only affecting non-flying units.
- Entangle is subtracting 2 movement point, but in spell description is written it should only subtracting 1 movement point
- Both things lead to making stuck much more units.
unit Death Knight
- I had a 9 spell books life magic mage. And one time, when my Torin defeat an enemy mage city, I get an “Death Knight” in my unit group. I don’t get a message and I don’t know why, so perhaps it could be a bug or is there an event to get a “death knight” unit? (Perhaps I miss the message)
- First the death knight act like it should. Later death knight was buggy, on right click the unit the game freeze and was broken. I could play with the unit, but not look in the stats. But I cannot explain, after which actions the unit was buggy. I guess it was after I spelled some spell-buffs on the unit.
Hero Names
When I custom-named a Hero in vanilla, in the ingame messaged and menus (I think) it was written the correct custom name. In my 1.51 game it was not, often the regular name was written in menus, also when the hero had a custom name.
Magicians fireball
The fireball spell the Magicians have is incredible weak. It’s not near the strength of the normal magician attack. I am not sure if it is a vanilla bug or a patch bug, but I think the fireball spell have to be much stronger as the normal units attack. Otherwise, it makes no sense of giving them a spell which they can use ones per combat.
Question about AI and Difficulty:
I played on “hard” and it was too hard for my skill. J I thought it could not be so hard, because after “hard” are two more higher difficult level. Yes, in the end I won, but only with lot’s of saving/loading. So I have some strategy questions.
I know Gameplay questions are not perfect in your 1.51 thread. But because it’s also related to AI (and game mechanism) which is influenced by the 1.51 patch, I hope it is ok.
Spells
My enemy’s mages “cracks call” and “doom bolt” one-shot my very high buffed Heroes simply at combat begin. I got life magic, so I “raised form dead” when killed with “doom bolt”. On cracks called, I had to reload and try again. Yes, I know the “game reload” strategy is like cheating against AI. But I see no fun in randomly get killed my heroes without be able to do anything against. Are you have strategies for this or is the basic strategies “never use heroes against mages with doom bolt or cracks call”?
- What are you doing against such strong spells as “flame strike”. No AI mage in my game had the spell, but one of my Heroes did. When I spelled it on combat start, the half of the units end up dead. (only the one with magic immunity were fine)
relationships and AI mages war
AI relationship
- It’s possible to make AI mages to make war between each other? How I can influence it?
- When I share spells, is it a neutral action or make it a positive for the AI mage relationship? (same question for reject a spell exchange)
- Can I see how good is me relationship and how much I need to bring the mage to start a war to another mage?
- When a AI mage had a war with my, he was good in build strong unit buildups and attack my. When AI mages have war to each other, are they same aggressive as against player?
AI advantaged?
- On “hard” the AI was very quick in build his empire. It’s seems the AI can spead his empire, build mana, build research and build many units all together in parallel. Is the AI acting on same rules as player for “build time”, “city grow”, “need of feed”, “only be able to building one thing a t a time in one city”, “research time”, “mana output”, etc? (If yes, it seems I have a bad build strategy, because I was slower as AI on every element)
Questions about Patch
Raiders Settings
- I switched off Revolting Raiders and Monsters gone wild. When both are switched off, it acts like in vanilla. Or is “vanilla” behavior when one of them is switched on?
- Game was on “hard” very hard for me. When I switch on these settings, it’s only influence Player World. Or it’s really global and also the AI mages have the problems and have to deal with the raiders?
AI Spells
- Is AI also spelling game changing spells like “time stop”? I think it’s hard to code an algorithm to use time stop for AI mages.
Missile immunity
On wikia is written missile immunity is not affecting magic attacks (mages, priests) and not boulder (slinger). I was not sure if it is with the patch. It is?
magic immunity
Is affecting priests/magic units ranged attacks, right?
Trireme
The Trireme in vanilla can only manage to ship 2 units. In 1.51 it can ship much more. This is a “planned” change or a “bug”?
misc
On wikia is written Prosperity adds 100% gold to the city, in ingame in 1.51 is written 50%. That’s a planned change or a bug in description or false on wikia? (Same question for merachts guild))
- On my vanilla game on “medium” I found also “empty lairs” with some smaller presents. On “hard” in 1.51 no lair was empty. It’s a feature or a bug or “difficult level” related?
- On my vanilla game if found neutral cities of different folks. On my 1.51 game, I played Nomads, and all 3 neutral cities near my starting point were also "Nomads". Was this "luck" or it is a feature/bug of the patch to generate neutral cities of the same folk which the mage has?
- On Wikia is written, that Treasures can also be "retorts" or "spell books" (Not only Spells). I found every time only mana, gold, prisoners, items, etc. but I found never new retorts or "spell books". Is it active in 1.51 and also be able to get with the calculation algorithm implemented?
Whishes
- Optional patch feature (same kind as you have already in “Optional” folder) for making “cracks called” killed units also able to “raise form Dead”.
- AI movement animations in overland map are so fast, often I cannot see what’s happened and have to scroll over the map to look where the units movement of the AI mages where. Would be nice, if you add an option, which can make the AI movement animations in overland map a bit slower.
Big thanks!
nice Work!
Best regards
First, thanks for your work! Thanks also for the other person which did the work for the Insecticide patch” before.
I played the game many years ago and a few weeks before again without patch. I played on “medium” difficult before. Because I played vanilla a few weeks ago, only 1 game and only on “medium”, I don’t know if the following questions and found bugs are related to “1.51” or based on “vanilla” or based on “Insecticide”.
But I hope you know. J
Bugs:
Entangle
- Entangle affect also “flying” units, but in spell description is written it is only affecting non-flying units.
- Entangle is subtracting 2 movement point, but in spell description is written it should only subtracting 1 movement point
- Both things lead to making stuck much more units.
unit Death Knight
- I had a 9 spell books life magic mage. And one time, when my Torin defeat an enemy mage city, I get an “Death Knight” in my unit group. I don’t get a message and I don’t know why, so perhaps it could be a bug or is there an event to get a “death knight” unit? (Perhaps I miss the message)
- First the death knight act like it should. Later death knight was buggy, on right click the unit the game freeze and was broken. I could play with the unit, but not look in the stats. But I cannot explain, after which actions the unit was buggy. I guess it was after I spelled some spell-buffs on the unit.
Hero Names
When I custom-named a Hero in vanilla, in the ingame messaged and menus (I think) it was written the correct custom name. In my 1.51 game it was not, often the regular name was written in menus, also when the hero had a custom name.
Magicians fireball
The fireball spell the Magicians have is incredible weak. It’s not near the strength of the normal magician attack. I am not sure if it is a vanilla bug or a patch bug, but I think the fireball spell have to be much stronger as the normal units attack. Otherwise, it makes no sense of giving them a spell which they can use ones per combat.
Question about AI and Difficulty:
I played on “hard” and it was too hard for my skill. J I thought it could not be so hard, because after “hard” are two more higher difficult level. Yes, in the end I won, but only with lot’s of saving/loading. So I have some strategy questions.
I know Gameplay questions are not perfect in your 1.51 thread. But because it’s also related to AI (and game mechanism) which is influenced by the 1.51 patch, I hope it is ok.
Spells
My enemy’s mages “cracks call” and “doom bolt” one-shot my very high buffed Heroes simply at combat begin. I got life magic, so I “raised form dead” when killed with “doom bolt”. On cracks called, I had to reload and try again. Yes, I know the “game reload” strategy is like cheating against AI. But I see no fun in randomly get killed my heroes without be able to do anything against. Are you have strategies for this or is the basic strategies “never use heroes against mages with doom bolt or cracks call”?
- What are you doing against such strong spells as “flame strike”. No AI mage in my game had the spell, but one of my Heroes did. When I spelled it on combat start, the half of the units end up dead. (only the one with magic immunity were fine)
relationships and AI mages war
AI relationship
- It’s possible to make AI mages to make war between each other? How I can influence it?
- When I share spells, is it a neutral action or make it a positive for the AI mage relationship? (same question for reject a spell exchange)
- Can I see how good is me relationship and how much I need to bring the mage to start a war to another mage?
- When a AI mage had a war with my, he was good in build strong unit buildups and attack my. When AI mages have war to each other, are they same aggressive as against player?
AI advantaged?
- On “hard” the AI was very quick in build his empire. It’s seems the AI can spead his empire, build mana, build research and build many units all together in parallel. Is the AI acting on same rules as player for “build time”, “city grow”, “need of feed”, “only be able to building one thing a t a time in one city”, “research time”, “mana output”, etc? (If yes, it seems I have a bad build strategy, because I was slower as AI on every element)
Questions about Patch
Raiders Settings
- I switched off Revolting Raiders and Monsters gone wild. When both are switched off, it acts like in vanilla. Or is “vanilla” behavior when one of them is switched on?
- Game was on “hard” very hard for me. When I switch on these settings, it’s only influence Player World. Or it’s really global and also the AI mages have the problems and have to deal with the raiders?
AI Spells
- Is AI also spelling game changing spells like “time stop”? I think it’s hard to code an algorithm to use time stop for AI mages.
Missile immunity
On wikia is written missile immunity is not affecting magic attacks (mages, priests) and not boulder (slinger). I was not sure if it is with the patch. It is?
magic immunity
Is affecting priests/magic units ranged attacks, right?
Trireme
The Trireme in vanilla can only manage to ship 2 units. In 1.51 it can ship much more. This is a “planned” change or a “bug”?
misc
On wikia is written Prosperity adds 100% gold to the city, in ingame in 1.51 is written 50%. That’s a planned change or a bug in description or false on wikia? (Same question for merachts guild))
- On my vanilla game on “medium” I found also “empty lairs” with some smaller presents. On “hard” in 1.51 no lair was empty. It’s a feature or a bug or “difficult level” related?
- On my vanilla game if found neutral cities of different folks. On my 1.51 game, I played Nomads, and all 3 neutral cities near my starting point were also "Nomads". Was this "luck" or it is a feature/bug of the patch to generate neutral cities of the same folk which the mage has?
- On Wikia is written, that Treasures can also be "retorts" or "spell books" (Not only Spells). I found every time only mana, gold, prisoners, items, etc. but I found never new retorts or "spell books". Is it active in 1.51 and also be able to get with the calculation algorithm implemented?
Whishes
- Optional patch feature (same kind as you have already in “Optional” folder) for making “cracks called” killed units also able to “raise form Dead”.
- AI movement animations in overland map are so fast, often I cannot see what’s happened and have to scroll over the map to look where the units movement of the AI mages where. Would be nice, if you add an option, which can make the AI movement animations in overland map a bit slower.
Big thanks!
nice Work!
Best regards