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Caster of Magic Release thread : latest version 6.06!

(August 14th, 2018, 10:44)Seravy Wrote: The bug was fixed. However It's not going to help your already broken save file.

All that mattered, cheers. I only meant to do a bug report given that I checked the game after upgrading (after ending the match) and the crash was still there. Do give a look at the continent on arcanus without any settler so late in the game maybe.

Related: someone said in another thread that life is the worst for AI. Well, I completely disagree. Life, especially when combined with some annoying retorts like guardian or tactician can perfectly unexpectedly block an early war. That means loss at high difficulty.
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New bug report: heroic heart doesn't seem to work on any unit, incl. heroes. You can attack kali with the hero stack to check.


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.gam   SAVE3.GAM (Size: 151.96 KB / Downloads: 1)
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Looked at the save file (assuming this is the one you meant).
There are still several unsettled continents on the map where Merlin can send his settlers to. The AI picks continents periodically, there is no guarantee they will fill an entire continent completely at one time. (It's also a possibility these were neutral cities, or that he had other cities but red razed them before they agreed in peace)

It's also fairly early (1407) and he is being beaten down by another player (you), so not really reasonable to expect him to fill all 3 or 4 remaning continents by himself.

I don't see a single settler that's his on the entire map. I have to assume that means they were produced on your continent and you have killed them. Dead settlers obviously can't build cities so...how would he build any?

The AI can't produce settlers near the intended building spot - it produces them somewhere (at the first "free to produce" city with their best race available) then uses ships or water walking to get them to the destination. So if you did kill their settlers, that's why. (If not and you let them go, then I have no idea how they disappeared. )
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(August 15th, 2018, 16:38)Bahgtru Wrote: New bug report: heroic heart doesn't seem to work on any unit, incl. heroes. You can attack kali with the hero stack to check.

I tried and it healed Zaldron fine (after taking a Psionic Blast from Kali), multiple times.
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Should AEther Flux halve item costs?  I have AEther Flux active in my game, and I started crafting an artifact.  In the crafting UI, it shows the cost as 770, but when I start casting the spell, it has a cost of 1540.  Which is the intended cost, and can it be made to display the same number in both places?


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Bug, the item should cost 770 but a recent change (in 5.27) that fixed other problems with spell costs broke it.

Edit : please post the save file so I can test the fixed version.
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Quote:5.41
-Fixed bug : AI tries to heal irrecoverable damage using Heroic Heart.
-AI combat spell priority : Do not add bonus priority for having a wall to destroy on Crack's Call if there are fewer than 3 enemy units surviving, or it's past turn 7. (In this case, it's better to kill those units with direct damage, summon more (ranged) units, or pretty much anything else, cracking walls is not what's going to win the battle. Doing that is only relevant early, allowing the army to swarm the defenders from multiple directions. To finish off the final survivors, Crack's Call is not particularly effective, at least rarely better than other direct damage spells.)
-The AI adds priority to casting Flight when their melee ground unit is stuck in a sea battle. (wind walking, floating island)
-No more than 4 retorts can be picked when creating a wizard. This restriction also applies to the AI. (Finding additional retorts is still allowed up to 6.)
-Spellbook 4 now contains an additional very rare (so this book adds 1 common, 1 uncommon, 1 rare, 2 very rares, 1 starting common, and the ability to trade or find very rares.), but spellbook 8 no longer contains a very rare (so this book adds 3 uncommons, 1 rare, and the ability to pick two uncommon guaranteed first turn research spells.). Do note this change does not affect the contents of found spellbooks.
This change was done because finding and trading for very rare spells is significantly harder than it used to be when we designed the system, which makes 2-3 realm wizards weaker than intended, including the AI.
-The random wizard generator tool will no longer generate more than 4 retorts.
-Possession now costs 35 MP.
-Swapped Stream of Life and Resurrection RP costs.
-Swapped Blood Lust and Syphon Life RP costs.
-Spellweaver has a completely new effect : Your non-summoning, non-artifact, overland spells cost 33% less to cast. It's still mutually exclusive with Archmage and costs 2 picks.
(this is a temporal solution, although there is a small chance it becomes permanent.)
-Mono Death AI wizard template now has Cult Leader as their primary retort choice instead of Spellweaver.
-AI wizards with Spellweaver have 33% less summoning and 50% less item creation priority.
-Fixed 5.27 bug : AEther Flux fails to reduce the cost of Enchant Item and Create Artifact.
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Here is the 5.32 game that has AEther Flux active.  Create an artifact (or an item) to test.


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.gam   SAVE1.GAM (Size: 151.96 KB / Downloads: 1)
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Thanks, the fix seems to be working as intended. (well, rounding seems to be different, but no one cares about 1 MP)
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Why does the AI sometimes clear out a node (few nagas with something else backing up, I believe air elementals - but they got their 2 turns before me, late 1406; they used a full stack of 9, including focus magic naga and draconian halberdiers) halfway across the map (seriously, 9 tiles from their closest city and 25 tiles from their fortress), BUT they didn't clear out a nature node 5 squares from their fortress (on the same continent), that had 3 cockatrices and an earth elemental (I ended up getting it in late 1408)?

(They did clear 2 other nodes, and numerous lairs - though I don't know how many obviously, most were done before i got near - within 8 tiles of the fortress)
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