(March 27th, 2017, 17:06)Nelphine Wrote: Anything in mind zitro? While I realize you've been saying it, I think my problem is I'm not sure what you really mean, so it just slips away from my thoughts when I'm trying to work something out.
Sure:
1-10 one-realm new book system, excellent
Regardless of realm - 1-8 books adding 1.5 power per book then 9-12 books adding 3 power per book - good idea, but just needs a bit more
My thought - 9-12 books add 3 power per book 'and' +5% overall power. At 12 books, that's an impresive +20% overall power. Playing 6 sorcery and 6 nature with great initial bonuses and a nice +20% power throughout game helps the sprites strategy, but not necessarily more than the retort-stacking strategy. This encourages more books at times, which translate to more spells, more trading, simply more fun.
*Also, add more starting commons at 10 books of one realm (why not? ... the 9 to 10 book bonuses are ok, but not that impressive, especially considering you could get retorts)
Quote:*Also, add more starting commons at 10 books of one realm (why not? ... the 9 to 10 book bonuses are ok, but not that impressive, especially considering you could get retorts)
I can but then I need to extend the AI's choices to actually pick a 6th spell so this takes a bit of time. I thought we wanted to keep starting commons as low as possible though.
I rather think about that after I actually played a game in the new system which I haven't had time for still, and might not even have this week.
Experimental version 5 is up!
This version aims to balance retorts.
Quote:Experimental 5
-Conjurer and Specialist is now multiplicatively cumulative with other cost reductions instead of subtractively. Cost reduction percentage is calculated with more accuracy.
-Specialist cost reduction is now 12% instead of 15%.
-Spellweaver additional power base is now 25% instead of 33%.
-Archmage no longer grants a +10 bonus skill, instead the starting skill pool is increased by the same 50% as SP gained during the game.
-Cult Leader now provides +75% bonus to religious power instead of 50%.
-Heroes still available for hire for Famous wizards randomly gain levels each turn so when they appear they might be of a higher level than normal. This level gain is capped at level 6.
-Fixed bug : The AI/Auto might try to cast invalid spells 215-239 in combat because the game has been coded assuming there are 40 spells in the Arcane Realm. The same bug was already fixed for the human player.
-Fixed bug : The AI still failed to correctly handle defending behind walls and filling up the gate with units despite previous fixes. Then fixed another bug that caused the same.
-AI combat attack target priority : Priority no longer considers “effective defense” of the target, instead, the AI simulates 10 attacks and uses the average damage output as the priority, with significant reduction if the damage is near zero. (This allows the AI to consider the special abilities of the attacking unit, for example a poison unit will notice it an deal more damage against a low resistance enemy.)
-The AI will now always start gathering units at the continent focus point if at least 3 units are available, instead of waiting for a higher number. This makes sure the AI does build stacks even if only a few, but strong units are available (like 3x1 Sky Drake) instead of leaving them unused. This is especially important on the main action continent where flying units arrive one at a time. (on the downside this makes the AI split node garrison stacks even if it does not result in building a useful new stack, and might have more cities with only 8 units defending them on less populated continents. On the upside this might make the AI more somewhat faster at getting early neutrals or nodes.)
-Fixed bug : The game stores two different types of temporal combat data for pathfinding in the same array, which causes crashes sometimes (more notably when the AI is trying to move into city tiles to do damage)
I played one game for testing - and haven't yet finished it, but so far it works well. The guaranteed spell system certainly has a big influence, I rolled 7+5 books without retorts on the random game generator and thanks to those spells I'm doing fine. The AI seems to put up a decent fight as well for Hard difficulty.
In my game, I keep having moments where a lot of my mana simply vanishes during the middle of AI's turns when I'm not casting anything overland. It's making me lose my advantage (as you see, I conquered a bunch of 'yellow/sharee' cities) and I get attacked and my 100-200 mana turns to 0
Saved file included, but this happened throughout the mid to late parts of the game, with the 'exp' version. (currently year 1412). I have to abandon the game out of frustration.
(April 7th, 2017, 16:47)zitro1987 Wrote: In my game, I keep having moments where a lot of my mana simply vanishes during the middle of AI's turns when I'm not casting anything overland. It's making me lose my advantage (as you see, I conquered a bunch of 'yellow/sharee' cities) and I get attacked and my 100-200 mana turns to 0
Saved file included, but this happened throughout the mid to late parts of the game, with the 'exp' version. (currently year 1412). I have to abandon the game out of frustration.
Does this happen without enemy wizards casting Drain Power on you? (please check using Detect Magic or the tweaker, it's not a bug if it's that spell)
(April 7th, 2017, 16:47)zitro1987 Wrote: In my game, I keep having moments where a lot of my mana simply vanishes during the middle of AI's turns when I'm not casting anything overland. It's making me lose my advantage (as you see, I conquered a bunch of 'yellow/sharee' cities) and I get attacked and my 100-200 mana turns to 0
Saved file included, but this happened throughout the mid to late parts of the game, with the 'exp' version. (currently year 1412). I have to abandon the game out of frustration.
Does this happen without enemy wizards casting Drain Power on you? (please check using Detect Magic or the tweaker, it's not a bug if it's that spell)
I don't know how to use tweaker for that, but that sounds like a possible assumption. I had a lot of those mana issues when in war with sharee, who has red/death and maniacal/chaotic, personality types that focus on curses.