Posts: 5,010
Threads: 17
Joined: Aug 2016
No the whole point is having nodes that close, they 'should' be part of the AI empire, and you've 'stolen' them. So even at one spearmen, you're still using resources that the AI should have.
Posts: 10,463
Threads: 394
Joined: Aug 2015
That and wizard's pacts are a one-sided benefit to you. At the very least you should be able to deal with minor annoyances in exchange for guaranteed peace and eventually an alliance... this is really the only price you are paying for it.
Posts: 10,463
Threads: 394
Joined: Aug 2015
Quote:5.41e
-Fixed bug : When Plane Shift is cast on a tile that's not visible for the human, but the stack appears on a tile that is visible, the game crashes due to not allocating memory and loading the sound and graphic effects.
-Plane Shift now plays the correct sound effect.
Still finding bugs in the original game code after this many years...
Posts: 441
Threads: 4
Joined: Apr 2018
(August 26th, 2018, 07:01)zitro1987 Wrote: I'm getting irritated by the messages of 'you have armies next to our cities, I'm breaking the wizard's pact' when all I have is a single low-level unit sitting at a node (as it would otherwise be taken).
Can the AI be taught not to be threatened by a tiny force like a couple of spearmen?
Use an engineer or a settler - including undead ones. This is also particularly annoying with towers.
I still think that a magic spirit should have the same leeway as engineers and settlers. Troll settlers can be more formidable opponents than a magic spirit...
Posts: 10,463
Threads: 394
Joined: Aug 2015
Settlers and Egineers can't scout effectively due to move 1.
Magic Spirits on the other hand can, so they are not allowed. You are right, they both have close to no military potential, but scouting ability also matters.
Posts: 5,010
Threads: 17
Joined: Aug 2016
Personally, I think settlers and engineers should trigger the warning as well. Particularly with how strong magic us in combat, attacking with several settlers is entirely possible to be very dangerous.
Posts: 441
Threads: 4
Joined: Apr 2018
(August 27th, 2018, 08:58)Nelphine Wrote: Personally, I think settlers and engineers should trigger the warning as well. Particularly with how strong magic us in combat, attacking with several settlers is entirely possible to be very dangerous.
So no way to block a tower at the side of a city if on the other side there's an AI you're in a pact with?
August 27th, 2018, 11:08
(This post was last modified: August 27th, 2018, 11:08 by Nelphine.)
Posts: 5,010
Threads: 17
Joined: Aug 2016
Correct. Blocking it says you're claiming that piece of territory, and from their point of view, that piece of territory is within 'attacking' distance of one of their cities. Arguably, I'd like to see the distance claimed by a wizard pact increased to 4 or 5 squares, to match average high speed transports, but that could include enemy cities so obviously couldn't work.
Incidentally, for this reason, I've banned myself from guarding nodes or towers with settlers or engineers.
Posts: 10,463
Threads: 394
Joined: Aug 2015
Quote:5.41f
-Fixed bug : Storm Giant, the Warlock and Chaos Warrior heroes are unaffected by Supreme Light even though they have magical ranged attacks.
Posts: 441
Threads: 4
Joined: Apr 2018
(August 27th, 2018, 11:08)Nelphine Wrote: Correct. Blocking it says you're claiming that piece of territory, and from their point of view, that piece of territory is within 'attacking' distance of one of their cities. Arguably, I'd like to see the distance claimed by a wizard pact increased to 4 or 5 squares, to match average high speed transports, but that could include enemy cities so obviously couldn't work.
Incidentally, for this reason, I've banned myself from guarding nodes or towers with settlers or engineers.
You ignored a part: the tower is within distance from your city too. And if you're in a wizard's pact then what you call "attacking distance" should not be so, for your city. The problem being of course that the only way to enforce a pact is to cancel it, like they do, when they come close as they can't try to respect it for their dumbness.
So in short, you're advocating removing wizards' pacts from the game.
Argument reduced to absurd.
|