October 11th, 2017, 23:10
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(October 11th, 2017, 14:37)Seravy Wrote: I think the easiest is to just upload it here...
Thanks so much Seravy, that worked great! Can't wait to give it a try.
October 12th, 2017, 01:49
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(October 11th, 2017, 21:17)Nelphine Wrote: I'm attacking a lair. It has 2 gargoyles and 7 hell hounds. Its next to (and presumably within the aura of) a chaos node (since the node had hydra, I'm assuming all the adjacent squares are covered.)
The Hell Hounds are.. 6 melee, 6 breath, 6 defense, 9!!! resistance. The gargoyles are 7 melee, 13 armor, 13 resistance.
I didn't really think about it, but the hydra I just took out had 17 resistance and 8 armor; and were accompanied by Chimera with at least 9 armor, maybe 10 armor (but I killed them several battles before, and I didn't notice to wonder).
??
I've attached the save before I attack; my 8 magicians + Baghtru are going to attack the gargoyle lair to the north east.
It's the Nature Conjunction.
October 12th, 2017, 02:26
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Bug? If you create an undead with heroism cast on it, and immediately dismiss heroism, the stats remain the same.
October 12th, 2017, 04:06
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Wow I completely forgot I had a conjunction. Sigh. Thanks.
October 16th, 2017, 20:49
(This post was last modified: October 16th, 2017, 21:15 by Nelphine.)
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I have a lawful opponent. For a long time, we had a wizards pact. Then finally he broke it (I think I got too many cities?) even though he was relaxed with me. We've been at peace for more than a year since then.
And every turn for the last, oh, 3 or 4 years, he has had 3 stacks of troops attacking my cities. (So I have a city, he has a doomstack next to it, and he moves into my city.) But since he's lawful, he won't actually attack.
I just feel like there's something wrong with this picture. I understand why it happens, kind of, but it also seems really strange (especially since he's at war with 2 other wizards.)
Edit: Then he declared war on me due to allying with one of the people he had been at war with, who was at war with me. 4 death knights are pretty useless against a dozen stacks of chimera + heroes attacking all over my empire.
October 17th, 2017, 04:05
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Quote:And every turn for the last, oh, 3 or 4 years, he has had 3 stacks of troops attacking my cities. (So I have a city, he has a doomstack next to it, and he moves into my city.) But since he's lawful, he won't actually attack.
That seems to be a bug, save file please.
October 19th, 2017, 18:44
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I haven't had a chance to play yet, so I haven't been able to go through the autosaves to find a save for the earlier year. It's on my list when I get time to play though.
October 20th, 2017, 05:57
(This post was last modified: October 20th, 2017, 06:31 by Seravy.)
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Update!
Quote:5.01
-Fixed bug : cities don't have their “scouted by AI” flags set to 0 at the start of a new game.
-AI doomstack building will now observe minimal strong garrison requirement (typically, the 2 strongest unit in each city cannot leave), but still disregards generic requirement on total number of units.
This will allow the AI to keep the usual 2 summoned creatures as defenders in cities, even if the summons have intercontinental movement. This should usually mean the AI has their first doomstack of each type of creature about 8-10 summoned creatures later, but have better defenses in their cities. It also means it will leave behind 2 units to defend the city, and only proceed with the remaining 7, splitting the doomstack after conquest. As it's hard to judge which strategy is better for the AI (and even more so, which behavior is more fun to play against), feedback is welcome. Reverting this change if it reduces AI performance or enjoyment of the game is an option.
-Cities and nodes with fewer than 7 units will no longer skip the procedure to send units entirely, thus if other conditions (such as Jihad or being a node) allows, units can be pulled from them. This condition also prevented the above modification from working if the city didn't have a full garrison.
-The number of strong units the AI wants in their cities now depends on personality. Chaotic, Lawful and Ruthless still wants 2, Maniacal and Peaceful wants 3, Aggressive only wants 1.
-Earliest turn for the AI to turn hostile or declare war is now 36.
-AI naval attacks now use the intercontinental targets matrix.
-Dwarven Swordsmen and Halberdiers can now move 2.
-AI Raze chance is now 1% higher for each 50 cost of unhurt summoned creatures instead of 144.
October 21st, 2017, 03:31
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Haven't been able to find a particular turn it happened on. Looks like I was wrong, and it wasn't a stack standing outside a city attacking (but failing to attack due to treaty/lawful personality) over and over, but rather, very similar stacks moving towards the cities, not-quite-attacking, and moving on. Also, at some point in that time, the wizard became allied with both other arcanus wizards, so it would be reasonable to say that there was nothing on the plane valid for these stacks to attack.
October 21st, 2017, 08:48
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Yay, an update to dwarves! Oh and AI defending their towns, making them, in a roundabout way, -slightly- less aggressive. Interested to see how that plays out. Now to play a game with short drunken craftsmen!... Huh, sounds like some of the guys I know.
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