January 11th, 2016, 15:01
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(January 11th, 2016, 07:55)Seravy Wrote: (January 10th, 2016, 19:54)Tiltowait Wrote: Warship moves 4 carries none. wow, that would really mess with the AI I think. In MoM 1.3.1, a warship has transport 3. The airship has no transport, though I think it might have in some earlier version.
January 14th, 2016, 21:20
(This post was last modified: January 14th, 2016, 21:26 by Seravy.)
Posts: 10,463
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1.31 is up for download!
Quote:1.31
-Righteousness costs 500 to enchant into artifacts
-Player capitals do not start the game with a Barracks already built.
-Increased the number of neutral towns by 1 per world
-Increased the change and maximum size of “large” neutral towns
-Adjusted the list of starting buildings neutral towns can have : Granary is no longer on the list, but War College was added. Changed required size for some of these, too. (Builder's Hall still not on the list)
-Neutral towns will now have only starting buildings that are allowed for their race, same for starting garrisons, which now check for the correct building's presence.
-Power gained from Dark Elves is now displayed correctly.
-Neutral stacks have slightly more preference towards player towns on higher difficulties.
-Neutral stacks consider amount of defenders at target more strongly now.
-Each difficulty level now produces as many raiders as the level 2 higher did before.
-Raiders are scaled down based on turn count before turn 80 to avoid unstoppable early attacks.
-Revolting Raider now adds +2 to the generated stack size, but does not turn off the AI fortress reduction if one is present.
-Revolting Raiders now makes raiders spawn roughly 40% more frequently.
-Myrran raider stacks are no longer halved in size.
-Doubled rampaging monster budgets.
-Fixed bug : Skeletons get dismissed at low mana even though they cost 0 to maintain.
-Fixed bug : Losing unit enchantments due to low mana shows wrong unit name.
-Fixed : AI settlers get stuck over sea
-Fixed : AI noncorporeal units/heroes get stuck over sea
-Fixed a few drowning bugs (fleeing, AI etc)
-Fixed : Mass Healing doesn't work while True Light is in effect.
-Rewritten shortest path finding algorithm in overland movement (used by all types of movement), this should fix unknown bugs like units not being able to enter an empty map cell for no reason at all.
Most of the changes deal with neutrals, and bugs coming from the original game...can't believe there still are more of those, "raid" is at the 371th patch file now...
This also fixes some units failing to leave the sea since the latest update which allows the AI to interrupt previously assigned moves and target something else instead.
January 15th, 2016, 17:17
Posts: 10,463
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Joined: Aug 2015
Quote:1.31b
-Fixed : AI engineers cannot build roads
-Fixed : Hidden relation has a reversed effect on hostility rolls
-Lawful wizards can now declare war based on military superiority if militarist or expansionist. Now only peaceful wizards cannot.
-Wizards gain peace interest if their enemy has at least 50% of their army strength instead of 75% (so making peace is easier now)
-AI will not consider holy avenger/dispel evil touch for casting Resist Magic and Magic Immunity. There is no guarantee the wizard has any death or chaos units in battle for this to be relevant.
January 17th, 2016, 06:31
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https://youtu.be/3WubzBxyyd8?t=1h55m32s
Something weird happens when he clicks next turn and runs himself out of mana.
January 17th, 2016, 07:11
(This post was last modified: January 17th, 2016, 07:13 by Seravy.)
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(January 17th, 2016, 06:31)Tiltowait Wrote: https://youtu.be/3WubzBxyyd8?t=1h55m32s
Something weird happens when he clicks next turn and runs himself out of mana.
I already fixed that, but the video is the version from 2 weeks ago. It shows the wrong units names because it uses the unit's number in the array (up to 1000) instead of its type (up to 200 something)
January 18th, 2016, 03:07
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The flavor text for aether flux has a typo in it.
January 22nd, 2016, 09:34
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Are some changes planned for the heroes? Brax would be cool with construction and wall crusher, The Golden One could be a (super) noble hero for the early game, the Dervish a hero without noble but leadership, the Thief could have luck, the Ninja could have first strike, the Sage supersage and so on. It would be more narrative.
An other idea: Spearmen are very weak for middle/late game. Spearmen with one strong ranged attack would be cool or all spearmen could have a thrown attack. This make them to an interesting unit against flying units.
January 22nd, 2016, 09:46
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(January 22nd, 2016, 09:34)vicwaberub Wrote: Are some changes planned for the heroes? Brax would be cool with construction and wall crusher, The Golden One could be a (super) noble hero for the early game, the Dervish a hero without noble but leadership, the Thief could have luck, the Ninja could have first strike, the Sage supersage and so on. It would be more narrative.
An other idea: Spearmen are very weak for middle/late game. Spearmen with one strong ranged attack would be cool or all spearmen could have a thrown attack. This make them to an interesting unit against flying units.
I already did the changes intended for heroes. Construction on units makes the AI believe they are engineers and would cause all sorts of problems. The Thief already has Lucky. The Ninja is good enough with "only" invisibility. Noble for the Golden One is a good idea, I'll check is he/she has it or not.
Spearmen are supposed to be weak. That's the point, they are the cheapest and weakest units. You can use Focus Magic on them to grant them ranged attacks if you want to, or turn them to werewolves, or simply use them as a cheap way to reduce unrest.
January 22nd, 2016, 10:11
(This post was last modified: January 22nd, 2016, 10:47 by vicwaberub.)
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(January 22nd, 2016, 09:46)Seravy Wrote: (January 22nd, 2016, 09:34)vicwaberub Wrote: Are some changes planned for the heroes? Brax would be cool with construction and wall crusher, The Golden One could be a (super) noble hero for the early game, the Dervish a hero without noble but leadership, the Thief could have luck, the Ninja could have first strike, the Sage supersage and so on. It would be more narrative.
An other idea: Spearmen are very weak for middle/late game. Spearmen with one strong ranged attack would be cool or all spearmen could have a thrown attack. This make them to an interesting unit against flying units.
I already did the changes intended for heroes. Construction on units makes the AI believe they are engineers and would cause all sorts of problems. The Thief already has Lucky. The Ninja is good enough with "only" invisibility. Noble for the Golden One is a good idea, I'll check is he/she has it or not.
Spearmen are supposed to be weak. That's the point, they are the cheapest and weakest units. You can use Focus Magic on them to grant them ranged attacks if you want to, or turn them to werewolves, or simply use them as a cheap way to reduce unrest.
Thank you for your fast answer. I had read the HTML file in the CoM folder, and didn't find the changes?! Ninja with invisibility sound to be good enough, yes.
My point is: I never build spearmens. Gold is no problem in MoM. I build some buildings in my citys and swordsmen are build in the same speed as spearmen then. One good ability would be nice for the spearmens without magic modification/transformation.
BTW: CoM is a great mod! Very impressive with a lot of good ideas (f.e. faster units, bigger treasures). I like it!
January 22nd, 2016, 10:54
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(January 22nd, 2016, 10:11)vicwaberub Wrote: (January 22nd, 2016, 09:46)Seravy Wrote: (January 22nd, 2016, 09:34)vicwaberub Wrote: Are some changes planned for the heroes? Brax would be cool with construction and wall crusher, The Golden One could be a (super) noble hero for the early game, the Dervish a hero without noble but leadership, the Thief could have luck, the Ninja could have first strike, the Sage supersage and so on. It would be more narrative.
An other idea: Spearmen are very weak for middle/late game. Spearmen with one strong ranged attack would be cool or all spearmen could have a thrown attack. This make them to an interesting unit against flying units.
I already did the changes intended for heroes. Construction on units makes the AI believe they are engineers and would cause all sorts of problems. The Thief already has Lucky. The Ninja is good enough with "only" invisibility. Noble for the Golden One is a good idea, I'll check is he/she has it or not.
Spearmen are supposed to be weak. That's the point, they are the cheapest and weakest units. You can use Focus Magic on them to grant them ranged attacks if you want to, or turn them to werewolves, or simply use them as a cheap way to reduce unrest.
Thank you for your fast answer. I had read the HTML file in the CoM folder, and didn't find the changes?! Ninja with invisibility sound to be good enough, yes.
There should be a heroes chapter somewhere near the end. It might be a bit outdated in some details though.
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