February 10th, 2018, 16:10
(This post was last modified: February 10th, 2018, 16:11 by Nelphine.)
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Yeah I don't expect the cities to change. What I want to know is, can the AI continue building city troops without repercussions? Or will they stop building them, or will any of the existing city troops disband at any point? (The 7 above is the number of optional farmers he has throughout his entire empire of 6 cities)
February 10th, 2018, 17:25
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Yes, it can build them but if they run out of food they'll be forced disband their least valuable units.
7 Farmers are probably about 10-15 food, that would feed 30 units for a human, depending on difficulty 2-3 times more for the AI. So if you assume they can have 100 units max, it's probably reasonable. Do note that disbanding happens over time, not all at once, as previously discussed - only one unit is disbanded for 1 missing food per turn, even though 1 food feeds multiple units.
February 10th, 2018, 17:33
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Right! I knew there was something. I really like that rule. I just couldn't remember it. Can you add the starvation rule to the game mechanics post? (Only 1 unit disbands per missing food per turn even if 1 food feeds multiple units)
February 14th, 2018, 17:21
(This post was last modified: February 14th, 2018, 17:22 by Nelphine.)
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I've been playing against a lot of lawful and peaceful wizards in my last dozen games - probably slightly more than half, say 60-65% of my wizards in that time have been one of those two personalities.
Part of this is that my opponents have been strangely weighted towardds life (again, probably half the ai books I've faced in that time have been life), which tends toward those personality types.
I doubt there's actually anything to this and it's just a streak of randomness, but figured I'd mention it in case it actually is a pattern.
February 14th, 2018, 18:57
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February 18th, 2018, 05:31
(This post was last modified: February 18th, 2018, 05:45 by MrBiscuits.)
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I've got enlightenment cast and have loads of cities, but my research in the magic screen says I'm just producing 112 RP. I've just started researching the Spell of Mastery and I think this is when the enlightenment bonus seems to have disappeared.
I'm playing v5.12.
(mod is amazing by the way, thanks for all the hard work)
Edit: Also another small bug which may have already been mentioned, is that when you have warlord the amount of xp to the next level of heroes is wrong (it shows the amount of xp needed for two more levels).
February 18th, 2018, 05:41
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Spell of Mastery research cuts your RP income to 1/8 of normal.
This is a workaround because the cost can't go higher than the max integer (65k) but needs to.
February 19th, 2018, 19:49
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Just want to say, sorry for being so late with the next update, I had other things to do this last week. Maybe this week will see more progress. (I only really need to play a game to make sure everything is stable, actually...finish that Sorcery Dark Elves one...)
February 21st, 2018, 12:54
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Quote:5.14
-Another attempt to fix the elusive, non-reproducable bug of the game crashing when the player clicks away a global enchantment cast message
-Adjusted EXP provided by some summoned creatures. This also determines their priority to be included in AI doomstacks, and the amount of undead they can raise/amount of undead creation power required to raise as undead in strategic combat.
-AI heroes now gain EXP from battles scaled by difficulty level : Amount is 50%*Difficulty level, so halved on Easy, the default amount on Normal, 50% extra on Advanced, 100% extra on Expert, 150% on Master and 200% on Lunatic. This should help the AI heroes level up more, and be slightly more threatening. Do note that EXP from other sources (free EXP each turn, Heroism, Enlightenment) are not affected by the bonus, so the hero does need to participate in battle and win, but doing it against other AI or neutrals is enough, it does not have to be the human player.
-If the number of enemy wizards is set to 3 or below, instead of entirely skipping the check on the number of Myrran enemies, the following enemies are generated :
1 enemy , player on either plane : On Arcanus
2 enemies : Both on Arcanus
2 enemies, player Myrran : At least 1 enemy Myrran, rarely 2.
3 enemies : 1-3 Arcanus enemies, 0-2 Myrran enemies.
3 enemies, player Myrran : At least 1 enemy Myrran, rarely 2.
4 enemies : At least one enemy on Myrror, at most 3.
4 enemies, player Myrran : At least 2 enemies on Myrror, rarely 3.
In all cases, you get the fewest possible Myrran wizards about 90% of the time, 1 more than that rarely, 2 more almost never.
-When all land tiles surrounding the city including the city tile itself are mostly filled by own units, the AI will have a 90% chance of not producing a unit there. For cities with 1 or 2 land tiles (usually tiny islands) there is no restriction. For the third tile and each additional tile afterward, at least 2 “slots” must remain free of units. (this algorithm likely still needs improvement.)
-When the AI picks Trade Goods in a city, if it already has over 20000 gold, it will immediately convert the excess into mana
-When the AI has over 25000 mana, it will always set mana production to zero and replace it with skill or research based on previously used priorities to get rid of any mandatory mana production wasting resources. (This should prevent the AI from wasting resources. This is also maintenance safe - the AI disbands for lack of maintenance before they move their units, so even if they used up all their 25k mana crystals in combat, they won't lose units and next turn, will distribute power before maintenance and ensure they have the income to not lose the units (and likely will use alchemy as well). )
-Fixed bug : Interrupted production can still complete if finished that turn. (untested!)
-When any player would find a very rare spell before turn 140, the spell will be replaced by a book/retort reward instead.
-When a unit has both Chaos Channels and Undead, the creature will now be Death realm instead of Chaos.
-When an outpost would be destroyed by a spell effect, it won't be destroyed. Instead, if a wizard's fortress is there, nothing happens, otherwise it is set to desert and disappear through the normal growth process next turn. This fixes the diplomacy bug caused by the destruction triggering a penalty from the wrong player, and fixes players ending up without a fortress but not being banished.
-When the first nonarcane rare spell would appear for research for an Artificier wizard, Create Artifact appears instead.
-Warlocks now have a maintenance of 3.
February 23rd, 2018, 13:14
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Hello. I am new to caster of magic. Great mod! However compared to 1.40n it is very slow. After several rounds of play the performance really goes down and i have to wait 30+ sec. for the next turn. I am using dosbox (the 1.31 version from GOG as basis). Is this a configuration issue or is it simply that slow?
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