As some of you know, over the holidays I like to use my vacation to program (my day job is running the company).
As a result, I have a private .EXE replacement of Elemental for those who want to try it.
The main differences are:
1. Significantly better AI.
2. I think I fixed that crash issue some people have reported
3. More resources
4. AI better at using magic strategically.
5. AI much better at waging strategic war.
6. Resource placement tweaked.
7. Monster spawning favors better over quantity.
Here's a URL for the most recent one:
!!UPDATE!! 12/28/2010
http://draginol.stardock.net/files/Elemental-v11d.zip
Just unzip this EXE into your existing Elemental directory to replace the one that's there. You'll need v1.1 for this.
I'm feeling very adventurous as well. I just picked up the game today and I haven't loaded it yet. I'll try this plug in this .exe and give it a whirl.
I'd just like to add another report of an AI "freezing up" when it loses a city. I took Resoln's first expansion city, and they refused to expand afterward despite having copious room (including some fantastic city sites that went unclaimed for practically forever).
I wonder if they might refuse to build Pioneers while at war? I made few, if any, aggressive moves after the initial city grab, but I never signed peace.
I think with all your ai tweaking froggy dear my dual core comp is noticing the change in between turns. This is not a complaint. What i would like is more of a visual reminder that a new turn has started.
Could we make the end turn button into more of a shard like shape? It would be neat to have it shine in magic. Then when you click next turn is flashes dark. As the Ai goes through its thing, you can have the shardstone gradual regain its magic energy unitl its fully shiny again when your turn starts. That would be neat. I've been thinking about it a few days and thought i would share.
As it is, i know when a new turn starts when the arcane research and tech research bars are updated.
Hi Frogboy,
i´ve played a little bit with 1.1d. Some very early stuff. (medium size map, challenging world AI, hard faction AI,
I met Kraxxis very early in season 10. But he hasn´t build a capital, altough there is fertile land, iron and a shard. His spouse does nothing and both ignore goodie huts.
http://dl.dropbox.com/u/12734598/1-1d%20kraxxis%20season%2010.EleSav
Kraxxis built his first city in season 12, but i crushed him with Janusk and two champs. in season 13. Very easy.
http://dl.dropbox.com/u/12734598/1-1d%20kraxxis%20season%2013.EleSav
@Lantros:
It's a map issue. Kraxis's starting position was in the middle of a swamp. The map generator shouldn't have put a fertile tile in the middle of a swamp (swamps and fertile land are mutually exclusive).
ahh...ok. So it looks like the AI is dumb, but it is an issue in the "backround" ?! Thank you for reply
It has nothing to do with AI. The AI is told that it can use fertile land plots. But the game put a fertile land plot on a swamp. So when the AI tries to build a town, it fails but does not know why because the condition should never occur in the first place.
Interesting. Is it a problem you can solve?
Since he does AI, I would expect him to report it and it will be fixed by a codemonkey.
Brad - started a game last night with your new build. Ridiculous across the board, max players, on medium map. Ran into one issue: Resoln didn't found their city at all (spawn was kinda close to mine). They lasted about 30 turns before being killed by monsters and ruffians. I don't have the save but wanted to throw this out there if you haven't seen that before.
In previous builds I don't remember ever seeing the AI not found a city and just die to mobs. Thanks.
I tried out 1.1D last night and the first city I found was Tarth. Guess what they were building? Yep, you guessed it. Pioneers. No defenders at all and building pioneers so I killed them. Freakin wussy AI!
This would look great but would be even better with a nice sound attached also. Shard Hummer...
You are always so insightful and helpful.
Welcome back Troll! You've been hiding in your mom's basement for so long we almost forgot about you. I hope you'll share your words of wisdom in other threads too.
To the guy with the ridiculous bug, or whatever wiht Umber, when i first installed v1.1 official patch, i had a issue were i set the difficuluty to ridiculous, but then when i selected oppopnets on the next screen, each of them were still set to normal, (i never noticed they had a individual Difficulty selection myself till then, but i had to individually set each one to ridiculous, after i did it once for each opponent it never happend to me again (thx god) but try that out and see if that fixes it for ya , i have a felling that may be whats happening to u. that is if they didnt fix it.
Ive had that bug happen quite a few times , either with janusk portrait or my sov portrait, with more then just janusk and sov, ive had it happen iwht many of my champions, but it just tends to be either janusk or my sov protrait that get put on to other champs,janusk or sov. (note save reload fixes it but i get mixed up sometimes when attacking)
Played a 1.1d game looked good. All that 0 hp stuff is gone.
I played normal world, and 10 challenging AIs. Umber got stuck. He built a bit too far away from the farm. His ZOC eventually covered it but he didn't have any materials to build a farm (confirmed by attempting to trade). He had spent his 10 pop on a tech lab and an arcane lab. So he wasn't gaining any materials either. I have him 5 or 6 mats and it unstuck him. ie he built a farm. Then houses, then was able to get rolling again. Always get at least one workyard.
I whipped my closes neighbor out fairly early because they build their second city right where I wanted too and there was no way I was going to let that stand. I took it easily with my sov a hero and a few early staff guys. I held it until I had some spears units and geared my sov & hero. Then I took the enemy cap.
I saw a couple factions whipped out. Umber (who was stuck for so long) and one other. Altar had about half the map under their ZOC by midgame. Altar should have rolled everyone. They had most of the metal on the map. I had one crap iron place giving me 1.
When I eventually started steam rolling with my sovereign and his son maxed out altar had all old units. I think they looked at thier combat scores and thought they were ok so weren't building anything good. They were obliterated. Altar should have been steam rolling everyone with their sheer size.
Small short wars might actually be very good for the AI. Losing old units in battle will have a cleansing effect. The combat numbers to calculate its miltary health with more recent units means the numbers will be more realistic predictors of actual military strength. If they have alot of old units its military health data is stale.
Perhaps the AI should look around across the border and examines the most powerful unit the enemy/allied has that it can see. Call that unit the the cutt-off point. Any of its units that would do zero damage on average to the should be marked obsolete. Obsolete units should be destroyed one at a time and replaced with a more modern unit assuming there is one. Once all the obsolete units are replaced recheck the area for a new super unit. Mark your obsoletes and begin replacement. This calculation only has to be done once in a while when all the old obsolete units are replaced which may take many turns.
Aggressive personality AI's might go for short wars rather than cycling the troops out. Loosing the crappy troops taking a city. Then being eager to sue for peace, and consolidate its gains. They take a city and say "Your city was build on grounds considered holy by my people. Now that the lands are back in the rightful hands, I will consider a truce if you pay me 100 gildars."
The combat values assigned to armies is only valid if the two armies are in the same ball park of technology. This is one way to help the AI not be lulled into believing its better off that it really is.
Overall I found "challenging" to be too easy. I'm going to bump the AI's difficulty back up to hard. That seems to be the sweet spot for me. The ai was doing some good stuff and blocking the one man wrecking ball technique with my sov.
Just been having a nice little game with the new exe. I have to say, I love it! It's way better than before, the computer actually puts up a fight! There was a couple times where I was being hit so hard and heavy in one of my cities that I just about lost it, down to the last unit with minimal health.
But I noticed some strange behaviour now that didn't happen before. For example enemy factions seem to send lone heroes against my cities, and sometimes a group of 2 or three heroes at a time. The thing is the heroes are all about lvl 2-3 with no special gear, and they don't even have a chance in hell of beating my units, so why are they attacking? I've also been attacked several times by a lone pioneer. I don't know if it's just cause my city is in a choke-pint and it confuses them or what.
Anyway, after I held off some strong waves of attack, things started to peter out. My enemy (Kraxis) began sending small groups of 2-4 obsolete units, and trickling them in slowly. If he would have saved a few big waves like he was doing before, it might have had a chance of succeeding. Sometimes he does make a modest attempt to take one of my cities, but he's sending bigger groups of lower quality units with a consistently lower combined combat rating. I don't even have to worry about losing when I auto-battle. My enemies empire score is 4 times higher than mine, so he has the resources, why isn't he focusing on crushing me? As it is I'm slowly clawing my way up city by city.
I know the AI can't simulate a few turns ahead like GalCivII, but wouldn't it be prudent to at least simulate an auto-battle before attacking? And a good rule of thumb would be make sure you win by double before attacking, because given the state of the strategic AI a player can always fight manually for better odds. Every player evaluates a battle before going in, so it's not like it would be cheating. Also I wonder if there's a way to teach the AI to save up several large waves of attack, I don't know if the time it happened it was intentional or not, but they should be doing it more often.
Those are my thoughts, very nice work so far.
Okay, I am sorry for a double post, but it is necessary.
The picture tells it all.
What I said previously about champions attacking cities for no reason, well apparently it applies to faction leaders as well.
I am linking to the save file one turn before this. If you press 'end turn' 50% of the time he will attack me with no hope of winning, and destroy his entire empire.
http://solidfiles.com/d/e07b/download/
Also linking a save from about 50 turns previous when I am weak and ripe for destruction. For some reason he doesn't attack me with his armies when he has the chance, but when I start invading he turns suicide mission on me. The events leading up to this point in the game are, basically me starting with one city, slowly building up and taking over one town, then another, and also razing a few small crappy towns.
http://solidfiles.com/d/3bcd4/download/
One other point I would like to make is the issue with city improvements like farms and mines and such. Seems like the enemy wanders around my zone of control an awful lot, but rarely ever ruins my improvements. I was able to rebuild them the odd time they were destroyed and I had lots to choose from. They should definitely be a higher priority target.
What I said previously about champions attacking cities for no reason, well apparently it applies to faction leaders as well. I am linking to the save file one turn before this. If you press 'end turn' 50% of the time he will attack me with no hope of winning, and destroy his entire empire.
Another time - conq this city early!Or better magic research. Mage rulers in this games
Side question: Has anyone tried running D with mods? Do they get immediate crashes to desktop as well?
I think it would be funny if in the expansion, trolls were added as monsters, and Brad named them after forum posters.
Noticed another bad AI behavior today. The AI will throw troops at a city lose, then throw the same strength of troops again several turns later.
The AI should at least use twice what it did before in that case.
Or do it at greater frequency so that the defenders don't have time to heal completely. This happens with vanilla 1.1 AI as well.
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