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Caster of Magic Release thread : latest version 6.06!

I've noticed that the player's possessed catapults occassionally shoot and move onto player's another neighboring catapult, rendering it untargetable unless the catapult underneath is moved away, wasting an action.
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That's exactly the bug 5.13 is supposed to fix :
Quote:-Fixed bug : Steam Cannons step on a tile where the human player has a unit. (Caused by Wall Crusher making the tile of the targeted unit available for entry which is required because otherwise the AI assumes the unit is unreachable due to the wall.)


I should have written "ranged units with wall crusher" instead of Steam Cannon. Please let me know if the bug still happens in 5.13, as it shouldn't!
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Just confirmed: I have 13 myrran nodes and 17 arcanus nodes in a 5.13 game. As stated previously I actually kind of like having the variation between 14/16 and 13/17. Makes exploring a little more important.
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Checked the changelog - 13/17 is the correct amount. Making it random would be somewhat difficult, and in my opinion, not worth the effort for a variation of only 1. (the previous discussion was about the node types and their location within the plane, not their distribution between planes. Changing that would be an entirely different place in the code.)
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I seem to be able to reveal farther than I should. How am I seeing the blue orc and the red galley at distance 3 from the nagas here?


Attached Files
.gam   SAVE3.GAM (Size: 151.94 KB / Downloads: 1)
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Weird. If I move the units away and back, the ship disappears so you aren't actually seeing it.
...if seems Patrolling increases the scouting range of units by 1.

According to a comment on the wiki : "Just wanted to mention, that setting Scouting units to Patrol increases their sight radius by 1.". Not sure if that's an intentional feature or not, but probably is. If someone can find it in the game guide, do let me know.
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Also, thanks for update on 13/17. I thought we decided on 14/16 but if that was incorrect, ok.
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It went from 12/18 to 13/17, don't remember the details anymore, this is just what I see the changelog.
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I've raised volcanoes on every single square that my opponent has cities near. Therefore, the only remaining food his cities have are coastlines (and the very occasional node). I know AI food maintenance is a bit wonky, but, given that every single one of his cities has switched to full food production (which, given unrest and him being nomad means he has 7 whole population dedicated to food for troops), and given that he still has dozens of troops for each city, will this affect either his existing troops, or his city production decisions?
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Well, food production and city max population are not the same thing but it might. You can see how much of the farmers are required and optional - optional farmers feed units. You can guess how many troops they can maintain from that. If all farmers are optional and even that isn't enough to feed the city, then it'll shrink but I don't think that can happen without a city curse. Even in worst case a farmer does produce 1 food so each unit of population can feed itself.
It won't affect any decisions, but if they have no workers, they'll be building much slower.
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