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Caster of Magic Release thread : latest version 6.06!

I suspect, if there is one, it's the result of Myrran land being smaller. While nodes have a preset amount, lairs, if I remember correctly are random - and a larger landmass has a greater chance of having its tile rolled than a smaller one.
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that wouldn't make a 5 to 1 disparity. which SHOULD mean its just a viewers bias. We'll see once I get to myrror and see if there are any more lying around.
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To confirm: Arcanus nodes/lairs had 1 double, 5 singles. The 9 towers between them had 1 single. Myrror nodes/lairs have 1 single so far, but I'm not completely finished exploring. However, the myrran AI is dwarf (and strangely I haven't seen a single other race on Myrror yet....) so I don't expect any lairs to still be alive, and only a few nodes. I'm using life barbarian lunatic game for this test, in an effort to get as many lairs/nodes/towers cleared as early as possible.
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Quote:5.26
-The AI will now consider units with Illusion Immunity as invalid targets for True Sight in combat
-Fixed Seismic Mastery trigger cost and description to work on spells costing 370 or more.
-Fixed Bug : Disenchant Area and Dispelling Wave strength modifiers change the spell cost used to trigger Seismic Mastery and Fairy Ring when they should only apply to the dispelling strength. While the same bug also affects Disjunction and that one is unfixable, Disjunction should always trigger Seismic Mastery and Fairy Ring both as the lowest possible cost on it is 375, meaning the bug has no effect on the outcome at all.
-Chaos Surge no longer has a diplomacy penalty.
-Fixed interaction of Shadow and Thrown.
-The “in tower” status of all units will be updated after every battle - this should fix various issues with stacks being on the wrong plane after fleeing from a tower battle.
-Cities can produce 256 or more power now.
-On Advanced or higher, if the AI rolls absolutely bad very rare spells that cannot possibly be a threat, it'll reroll all spells. This shouldn't affect more than 1-3% of the wizards generated in theory, as having even a single good very rare spell is enough to pass this requirement. This is to prevent long games to have a disappointing end where the opponent only has situational useless spells like Consecration and Creature Binding and stands no chance whatsoever due to that.
-Adjusted Volcano spawning rate of Armageddon (reduced by 25%).
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What happens if a double book/retort treasure is in the same treasure pile as a very rare spell, and it's too early for very rare? What if it's one retort/book and a very rare?
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Those are impossible. Books and spells are stored in the same byte, 1-4 are the 4 spell tiers, 5 is 1 book, 6 is 2 books.
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Oh I didn't know that. That works then
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(I'm actually using heroes, because, I've decided that I like seeing how stupidly powerful my bezerkers can get.)

When I attack a lair, and all 9 of my units survive (no use of raise dead); 7 are bezerkers, 1 is Torin, 1 is Jaer. They should all get the same experience right? Should that experience show up this turn? (After the combat, Torin has 2 experience; however, Jaer went up a level, reaching demi-god, and has 1409 experience.)
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Land size test:
Fair land size. Myrran wizard only has 24 cities, in 1413. He has one more island to settle, which will hold 2 more cities. I have 22 cities at the end of the Arcanus wars, although I could settle ~18 more (I razed ~15).

It's actually pretty nice in terms of the Myrran wizard matching me, but, as its only 1413, I could easily have 35+ cities by the time I needed to go to war with the AI.

I think the size difference is helpful, but we may have overdone it. Obviously, I don't think 1 test game is enough, but I'd recommend watching other games and seeing if we can drop the difference from +/- 20 to +/-10.


A bigger problem I think is that there is only 2 races on Myrror. The AI started as dwarf; they may have got a few dwarf neutrals as well, but there is only 1 non dwarf city (and it's dark elf, and it appears to have been conquered no earlier than 1409 or so. So all 23 other AI cities are dwarf, which is bad for a long term game, although, they managed to keep pace with my army strength despite playing my mega life bezerkers; I've got something like 25 full stacks of bezerkers (so over 200 bezerkers), with more than 250 buffs between them, and the AI still has 95% of my army strength.)

Do neutrals still require space around lairs/nodes/towers? If so, the smaller Myrran size may be the source of that, and I think in that case I'd definitely reduce the size difference of the 2 planes.
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I wasn't paying SUPER careful attention.. but I'm pretty sure when I banished the Myrran AI (they declared war on me, due to their strength reaching 95% of mine I think - they're peaceful), I GAINED 2000 mana. I thought that was removed?

(Also, first time I've ever taken 15 cities away from the AI the turn after they declare war, no razing. Peaceful build up to amass huge armies completely worked against that AI! Also, none of those 15 cities were neutrals. So it seems less likely that there were any dwarf cities, although obviously there may have been 1 or 2 still.)
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