[to_xp]Gekko
QCT junkie
you can play on ErebusContinent with a lower cohesion setting, you'll get separated landmasses that will require navies
ErebusContinent (with default settings) does not seem to be a favorable map for naval warfare: what is the point going around a continent when there is always a path by land? ErebusContinent with default settings, does not have the pockets and bottlenecks like on Erebus (and is much more difficult), and there is no real incentive for the AI creating/maintaining/using a naval force, except for recon and meeting new civs...
Just out of curiosity: i wonder how you do for having the AI autoplaying...
Do you mean there is no human player and you can see, like in a "God" mod, everything happening on the map?
I would love to do this sometimes for testing some "what if..." scenarii, and autoreplay some maps I played for learning from the AI...
Also throwing a bit here. I'm not confident about it, but I don't think the werewolf hero guy's mechanic works (even when I killed more than ~20 units using the werewolf hero, no ravid werewolf unit was generated).
First, I see in the "known bugs" list that the barbarians sometimes spawn Freaks and Lightbringers, and I've effectively seen them in the endgame. But I've also seen Monks and Grigori Medics (and a Shadow, but it could have been an HN unit from Tasunke, I didn't check in WB)... do you have an idea where these might come from?
Second, I saw Valledia building stacks of Soldiers and Kilmorph who could easily have captured the poorly defended barbarian town near her borders, but she just kept camping near that city with Bambur and some Kilmorph guys...
... since she just made her stacks of mages and paramander roam her lands instead of rushing them through my borders. What's the point in building so many units if you don't even use them correctly?
Third, I spread Order in Galveholm, which was already affected by the Kilmorph plague (but Os-Gabella didn't switch to Kilmorph, which is a huge improvemend over base FFH). I tried to convert her, but the option simply wasn't there. Not even redded out. The same deal happened with Falamar later.
Fourth, I was able to build Abashi in captured Galveholm (playing as Ethne), and Guybrush in a Lanun town. I thought Tolerant didn't let you build other civ's heroes?
Fifth (this is a question, not a bug report), Jonas adopted FoL early in the game (which I founded), then founded AV, but did not convert. Were his religious weights changed somehow?
Anyway, despite the bugs, these were probably the best FFH games I had in a while, so thank you for your mod
Also throwing a bit here. I'm not confident about it, but I don't think the werewolf hero guy's mechanic works (even when I killed more than ~20 units using the werewolf hero, no ravid werewolf unit was generated).
Worked fine in my game. Are you sure you were attacking living units? Fighting constructs (golems, etc), machines (catapaults, etc), undead, demons, or angels will not spawn ravenous werewolves. Also, if the stack you were attacking had a lot of stronger units defending, your ravenous werewolves may have attacked and died immediately after being created, without your noticing.
Does base FFH behave the same way or is this another bug of mine?
Description for the Tolerant trait mentions that "you will not be able to build other civs' heroes"
Fix for AI building too many ships
As it is "More Naval AI" mod, was not it normal to have AI building more ships?
p.s.: link on 1st page still talks about v 1.2: Download link (v1.2)
[*]Improvements to AI civic choices (based on Better AI and Denev's mod)
Does that mean Cassiel will stop switching to Religion as soon as he can and that we can see something else than Conquest in the AI economy? If that's the case, you have my eternal thanks.
do you install the mod on top of patch o? thanks.
I am playing my first game of the mod with the Erebus Continent mapscript. It's the most fun I've had with FfH in a long time.
any chance that this may be, in any way, compatible with Tweakmod? or made compatible without running massive amounts of file diffs? i've tried out all the major modmods (Orbis, RiFE, Wildmana) and really don't like any of them, but i do like some of the changes. now, if i could just have AI using actual navy + tweakmod changes, then i think i'd be a happy camper