The AI actually tries to win the game?
Somewhat. It's still not as clever as a human, but it does understand and pursue the various victory goals if it can.
The AI actually tries to win the game?
Orthus was killed early in the game by a rival. As of turn 262, I have killed him 6 more times minus his axe.
I saw this happen once before. I'll bet that Acheron's city is near the Tomb of Secullus and the Sons are casting Resurrection. Not sure why they get to do it multiple times though. I guess the code wasn't set up to handle the Barbs casting high-level spells. I'll look into it.
The Sons of the Inferno actually leave the city? I've never once seen them leave the city with Acheron in, even after killing him.
Tholal, how exactly did you modify the AI choices for religions (I did not try v1.5 yet)?
Also, does "Changes to the AI calculations for producing Mages and Priests units" means that the AI will produce more of them, or less?
I know that the standard Erebus map script is largely unusable due the AIs inability to send units between two areas of the same landmass that are connected via water but not land due to a wall of mountains
I founded the first religion, FoL, can't remember what turn. All the other civs immediately converted as FoL rapidly spread on it's own. I sent one Disciple out to a rival's city and did build Song of Autumn. Easy Religious Victory on turn 199. RoK was also researched by another civ but never spread beyond a city or two.
TXT_KEY_UNIT_IN_COMBAT_EXPLODE or something similar appears when you mouse over a Fireball.
I lost a game where Basium and friends showed up to play for the first time ever. I was quickly overrun. How do you take on the Mercurians? Wow. I like the fact they adopted the Order (lore appropriate) and stuck with it. Probably had something to do with them being successful. The constant flip-flopping between FoL/RoK/OO in base FfH was annoying and played a role in them being useless IMHO.