So I was trying to figure out why AI players dropped like flies in the game.
The reason is a bit funny. So, a sovereign goes and gets killed by a monster. The monster has targeted that unit. The unit isn’t dead (it’s a sovereign) but merely transported home to its capital. Monster follows and double kills sovereign – and city he’s in. Game over.
On aggressive monster AI: can we get the monsters to lower their hostility toward independent champions? I have noticed that playing with "Dense" monsters means that often the level 4 & 5 champs I want to recruit are all wiped out and dead when I can finally get the tech. This seems to happen to the Kingdom / Empire champs equally, meaning I don't get them for my side or a chance to murder them for equipment. Maybe give them a large bonus VS beasts while they stay independent to let them level?
I just want to point out that the monster are F-ing awesome.
In my latest game, my civ started out in a little corner of the world surrounded by armies of trolls, Drakes, and a Death Demon. They were far enough away that I could build up, but were effectively blocking me from expanding much. I literally had to blaze a trail a through them to reach another habitable zone for another city.
I think this was exactly the right feel. Taming the world was actually something I had to plan for an work towards, rather than something that happened naturally as I expanded.
You done good, Stardock.
AI Factions need some help though. Never really much of a threat.
"Hooooogaaaaaaaaaan!!!!"
I just won a conquest victory in less than 40 turns....
And here I was excited because I founded my capital on a 5 grain/ 3 material plot [e digicons]:'([/e]
I've noticed this trend too, its funny and sort of realistic given how ridiculous the monsters can get during some phases, still it takes away from the challenge. Since the latest patch I'm constantly seeing 5 team games roll down to 3 teams quite quickly, sometimes well before I even run across the kingdoms that fall.
That's what diplomacy is for. Tell the AI to stop violating your borders once a violation occurs; If it accepts, it will withdraw them, just the same as happens when you violate AI borders.
This "double kill" thing is pretty much game breaking on maps bigger than Large. I'm playing on 11x8 maps and the AIs are getting knocked off one by one usually before I even meet them.
There was a second bug we found and that was a repeat in the AI battle resolve code that resulted in an AI city being destroyed every time an AI champion or sovereign was defeated (regardless of where the battle took place or where). Obviously this will have a massvie impact on how "good" the AI seems.
So you are doing a "double kill" on the bugs?
This has happened to one of my cities in one of my games as well.
Thread for reference, has a saved game with repeatable problem. -> https://forums.elementalgame.com/416896
So it was more like a triple kill? Or maybe a quadruple kill?
This should help a ton, too. Keep it up, Brad!
Here is an idea: If the AI loses to certain monsters, have certain things happen. Like turn the AI into a beast or have the monster who slayed the AI get some of the AI's magic and become sentient and assume control of their team, with beast like changes to the race...
I was planning to have dune buggies in the game instead.
No wink face. I expect dune buggies now. Or at least a quest involving a choice for pacov to get into a dune buggy. Your customers demand it!
Chariots (aka Dune Buggies) in battle would be cool.
I'm confused here but approve
Frogboy,
Would this have anything to do with the mis-spelling of Likelihood as Liklihood in the EXE. Same issue exists in the item and weapon xmls and causes those items to not spawn when lairs are cleaned out.
..and yes I've had two games where after exiting from a battle and winning, one of my cities vanished leaving just an army of the folks that were in it. Really need that bug knocked out.
There are many great features available to you once you register, including:
Sign in or Create Account