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Game mechanics

Implemented this feature for the next version. I also defined a "maximal" amount of Myrran wizards along with the Minimal.


Quote:-If the number of enemy wizards is set to 3 or below, instead of entirely skipping the check on the number of Myrran enemies, the following enemies are generated :
1 enemy , player on either plane : On Arcanus
2 enemies : Both on Arcanus
2 enemies, player Myrran : At least 1 enemy Myrran, rarely 2.
3 enemies : 1-3 Arcanus enemies, 0-2 Myrran enemies.
3 enemies, player Myrran : At least 1 enemy Myrran, rarely 2.
4 enemies : At least one enemy on Myrror, at most 3.
4 enemies, player Myrran : At least 2 enemies on Myrror, rarely 3.
In all cases, you get the fewest possible Myrran wizards about 90% of the time, 1 more than that rarely, 2 more almost never.
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Oh, wait, it's actually possible to get 2 Myrran enemies on a normal 4 enemies Arcanus game? Haven't even seen that yet, but I guess I have started about 10 Caster games so far.
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Implemented a fix for the various outpost destruction bugs for the next version : 
-Outposts containing a wizard's fortress are unaffected by effects that would destroy them
-Otherwise if the outpost would be destroyed, it will instead be set to a large negative amount of "total growth", ensuring it will be deserted next turn, but it won't be immediately destroyed.
-Outposts with fortresses in them cannot naturally shrink.

This fixes the diplomacy bugs caused by destroying an outpost applying the penalty to the wrong wizard (as the destroyed city no longer exists, so their "owner" is undetermined), as well as the "no fortress city but not banished" bug.
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T confirm if an outpost with a fortress is deserted, the wizard will properly be banished? Will the other wizards still get the diplomacy penalty towards the 'banishing' wizard?

Oh you mean that if there is a fortress there, it's just unaffected completely and the wizard can't be banished at all? What about via combat?
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No. An outpost with a fortress cannot desert. It rolls the chance for population loss with a 0% rate.
An outpost targeted by "ChanceBuildingDestroy" effects will not be destroyed. Instead nothing happens if a fortress is there, and it's marked as having "-500" population otherwise, so next time it would grow, it gets deserted.

Combat city destruction only uses "ChanceBuildingDestroy" on non-outpost cities which won't be destroyed entirely anyway, so the change should not affect it at all.
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Ok sounds reasonable.
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I'd like to suggest maniacal wizards get removed from easy.

Friend started an easy game (never played before), 'attacked' an AI with a settler, and then had 4 corruptions cast against them by August 1401. Definitely not EASY.

I'd go so far as to say hostility on easy should be set to not hostile every turn for the first x turns (however long it is before the AI can turn hostile on their own) specifically so that mistakes like that settler don't actually trigger hostility on easy.

I'd also suggest adding both these changes to 1.51 not just CoM.
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Added this to my "todo" list.
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My 5 way alliance game is nearing 1420, so we're starting to get absolutely hordes of units everywhere. What are the mechanics for maximal units on the map? I want to know if I'm going to start losing slingers, so I can avoid buffing the ones that will get disbanded.
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The AI disbands units to make room. Starting from the least valuable of course.
You shouldn't even notice there is a limit, chances are you have reached it a long time ago.
However in the unlikely case there is nothing to disband, or there are so many new units that all the buffer space is used up, including what's reserved for human use only, meaning you yourself also made like 30+ units a turn, then you'll get a red window saying "unit production failed" and whatever unit was being produced doesn't appear. I think this also have a buffer, so first normal units do that and summons only fail if even their reserved limit is full. Past that, there is still another 10 or so slots for combat summons, and if even that's full, combat summons start to not summon units anymore.

So ideally, you don't need to care. (Albeit you can in theory mass produce crap units to force the AI into disbanding more, and eventually monopolize all the units in the game. In theory, in practice I don't think that works out due to maintenance costs and the AI refusing to disband anything that has a buff or other important ability.)
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