August 7th, 2017, 02:15
(This post was last modified: August 7th, 2017, 02:16 by Seravy.)
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If a unit picks a target for a melee attack that has equal or higher movement than itself, can't be reached immediately, and it's turn 10 or higher, it'll instead move to the city.
Basically the AI concluded the halberdiers are not fast enough to reach a spearmen unless by luck and decided wrecking the city is a better tactic.
August 7th, 2017, 08:12
(This post was last modified: August 7th, 2017, 08:20 by Nelphine.)
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Ah, got it. I didn't realize there was a turn 10 check. Thank you! (I'm quite happy, as this let me use black sleep and zombies to kill the halberdiers)
The enemy did summon phantom beasts, but they attacked my zombies with them instead of the spearmen.
I've been trying to figure out how to teach the AI to win that fight but, I end up with a ton of conditions, so I don't think its feasible.
August 10th, 2017, 18:42
(This post was last modified: August 10th, 2017, 18:44 by Nelphine.)
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Is there a way to show city/node buffs in combat? I'm thinking things like heavenly light, guardian, guardian spirit, although I'm sure there are others. Just, any buff that applies to the combat (even globals like survival instinct or chaos surge would be nice) that isn't depicted with a spell icon.
Now that I'm thinking about it the list would probably be way too big to actually be possible. Never mind.
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If you click on "info" in combat, you sometimes see the buffs. But I've sometimes seen buffs described there that weren't active, nor were they supposed to be, like Nature Node buff during a Tower battle.
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(August 10th, 2017, 19:36)Settemio Wrote: If you click on "info" in combat, you sometimes see the buffs. But I've sometimes seen buffs described there that weren't active, nor were they supposed to be, like Nature Node buff during a Tower battle.
It probably was a tower close to a nature node, which gave it the aura effect. I believe that happens when the place is under an active node's sprinkling lights, but it could also be on the surrounding squares only. I am not sure of what happens with an inactive node, but I think I remember observing the effect in that case as well.
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Yes, Info shows most spell effects, unfortuntely I haven't been able to add the new spells to it yet (like Survival Instinct).
August 12th, 2017, 11:45
(This post was last modified: August 12th, 2017, 11:46 by Nelphine.)
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I have 3 cities. (One barbarian, one gnoll with sages guild/amplifying tower, one dark elf with university and library)
I have just cause as my only global.
Why do I have a minimum research of 89 research? (I do not have sagemaster. I do have specialist, and I am researching my specialized school.)
My power production is 761.
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Do you have a Sage or Super Sage hero? Or maybe more than one?
August 12th, 2017, 15:26
(This post was last modified: August 12th, 2017, 15:38 by Nelphine.)
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Oh hell, yes I do. I have two sage heroes. That's 60 research from them, plus 4 from 2 libraries, 5 from university, 9 from sages guild = 78. So that's a lot closer... Am I missing anything else obvious like that? Oh never mind. 12% of 78 is 7.8+1.56 = 9.36 = 87.. Still 2 off?
Or is specialist 15% to research and 12% to casting cost?
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Yes, it's 15%, see the help text.
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