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Caster of Magic Release thread : latest version 6.06!

very strange occurence.

I have a stack of units on a tower. They have gone to both planes a few times.

I've just finished casting planar travel on every one of them; now, when I click plane (on the tower), it tells me I cannot switch planes at this location. (Which is a super nice error message that I wish would be displayed in other cases like when there's an enemy city on the other plane and you try to use planar travel.)
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Planar travelling stacks can't use towers. Tried fixing that before but never succeeded.

I guess it's caused by something like those units being counted twice, so the game thinks the stack ends up more than 9 units...
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Large update this time!

Quote:5.3
-Removed AI procedure that decides whether there is a need to send units into a tower.
-Added new procedure that decides which plane the AI primarily want to be present at, based on enemies, their cities, fortresses, and hostility levels.
-This new procedure is now used both for deciding to move units into a tower, and for deciding if a stack already in a tower needs to change planes. Old AI always switched planes from their fortress's plane to another and never otherwise.
-Added new item power : Pandora's Box.
Summon random creatures during combat at the end of each player's turn up to a certain total budget. Budget depends on the level of the equipped hero. Summoning is delayed if there are no open slots to summon. Any creature can be summoned, but even if it's an otherwise overland summon spell, it disappears at the end of battle like usual combat summons. Requires 5 Chaos books to enchant, costs 400.
-Random events now have an equal chance to target any city the target wizard has instead of the chance being influenced by town creation order.
-Random events can now target cities where the wizard has a higher than zero racial unrest penalty.
-The help entries for races now contain the racial unrest penalty data.
-Fixed bug : Displayed turns for research is broken on Spell of Mastery if remaning RP is more than 32767.
-Smithy now has no maintenance, costs 125 to build, generates 2 production, and new outposts start with one already built.
-Sawmill now costs 68 and generates 6 production.
-Fighter's Guild now costs 330.
-New hamlets start with a Smithy already built.
-Smithy has twice the normal chance to be destroyed by “chance to destroy buildings” effects. (combat, conquest, earthquake, etc)
-New housing formula. Growth = +170*(Terrain Maximal Population + Racial Growth Modifier - 8)/13 *Max(1.3-0.1*Current Population,0)*(Nonrebel Nonminimalfarmer population/Current Population)
As a generic rule, it is now the most economical to build housing until population 4, +/-3 depending on race and terrain quality. Housing effectiveness is reduced by rebels, but not by farmers.
Population boom, stream of life, famine, granary, wild game do not affect housing effectiveness, but it is affected by AI difficulty modifiers, Gaea's Blessing and Omniscient effect.
-Builder's Hall no longer adds a bonus to Housing.
-The AI will now avoid setting farmers while doing housing when able.
-The AI will now always build Marketplace then Magic Market if they have 180 or higher available gold.
-The AI will now always buy Marketplace and Magic Market for gold in cities with pop<7 if gold is available.
-The AI will no longer build housing randomly. Instead, they'll always build housing at low population, while the new formula has a better “return of interest” value on housing than building a sawmill. Once reaching that population, the AI will proceed with the usual building rules (sawmill, then smithy if missing, units if needed, then the primary military building choice for that race)
-The AI will now reevaluate changing production every turn while building housing.
-The AI now has slightly less priority to buy Sawmill for gold.
-Each map now has 3 special-generated easy lairs in the range of 7 from the human player's starting location. These generally reward 100-150 gold or mana each.

Please report any bugs found. Pay special attention to the AI using towers and moving to the correct plane properly. (they should do to the plane of their enemy, or if there isn't one, then your plane)
Early game economy has received an overhaul. It should now be more slightly viable to play non-aggressive, and strategies that cannot produce large sums of gold to buy several early marketplaces should work without being at a large disadvantage. Please let me know how you like this change!
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AI production choice might be broken, I can barely find an AI city that's actually building something. I bet they are mostly doing housing...

...oh, the line "don't build housing"  is "don't build not housing" instead...
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Quote:5.3a
-Fixed 5.3 bug : AI builds housing all the time.
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New Sawmill still uses old description, claims 8 production.

New Housing description says "groth" instead of "growth".

New Builder's Hall description missing a 't' in "to", or maybe an 'f' in "of", I don't remember exactly now.
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fixed, thx.
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I tried the no-military-buildings grand vizier (5.3a), but it seems to hang (at least, the turn didn't end within 10 minutes, and it takes just about 2 seconds with the grand vizier off).  I'll attach the save game.  To repro, just hit next turn.

Another thing I noticed on an earlier turn is that it switched a new hamlet away from producing housing.  It chose to build a sawmill instead (23 turns).  Is this expected?  I would think it would want to stay on housing at least until it reached 2 pop.  The release notes even seem to indicate that it is now good to say on housing until 4 pop.

This is my first post here : D   Thank you very much for breathing new life into this wonderful game that I've been playing off and on for the past two decades! : )

Thanks,
Myk


Attached Files
.tar   hanging-vizier.tar (Size: 160 KB / Downloads: 0)
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Thanks, I fixed the bug. I'll upload the new version soon, I was planning a release today anyway.

The vizier isn't meant to optimize your production, it's a convenience tool you can use when you're winning and don't care to pick buildings manually. It wasn't able to pick housing in the old system and still can't - housing is simply not relevant in the late game where Grand Vizier is meant to be used.
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Can we add that to the grand vizier message? ''cannot use housing'?
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