Man, I mean I myself have used leaving cities undefended to great use in many games, BTS included. When you have city raider promoted units, you leave the city, and if the enemy rushes in.. boom, you get a 60 or 90% bonus against them again. Old AI's were stupid and fell for this. The WM AI, in my experience, does not just rush in and take back a city, unless they think they can hold it.
The AI I have seen in Wildmana has been
SUPERB, and every time I see people saying, "I can do this to trick the AI, I can do that to trick the AI" I just think, so what? What is the point of rushing in and taking a city back, if the SOD will just go in and crush your dudes... again? I'm not one for sacrificing my units to make a point that I can retake a city. Also, many times, a city is just a terrain during a conquest, once its been captured, mission accomplished. Why hold it? The player who takes it back will get their culture back, yes, but everything inside has burned.
I mean, the Wildmana AI is cautious, like players are, it actually retreats from lost causes sometimes. It doesn't just get rope-a-doped, which is amazing, because in almost any game, Civ IV or otherwise, you will eventually find a strategy where the AI will fall for a trap...
every single time, sending in their entire army somewhere, where you can crush it. I mean this in RTS and RPG's too.
Also, I have not noticed an increase in this so called "city trading" between this mod, and any other mod or BTS game I have ever played. It happens sometimes, yes... but so what? I still fail to see why this makes the AI weak.
I don't know man, the criticisms I read are so stupid sometimes. "It's too hard", "I don't like being harrassed", the "AI is dumb because it doesn't do XY or Z like I always do in my playstyle"
have not seen many fireballs thrown at me
try playing the luichirp with their golem fireballs.
(9) OO or AV priest damage spells are OP especially as they are accessible as the basic priest. Please move that to the second generation priests (high priests) like the 'neutral' or 'good' priest have. I know its for Flavor, but its just way too OP when you can build limitless amounts of them. At a high-priest level, you an only build limited number of them so its more constricting.
And then this!!! And yes, the AI uses them to great effect! Sometimes I wonder if the peopel writing these criticisms even have ever thought out what would happen if their suggestions really played out. It's like, "do this this and this to the AI, then it will rock"
2 weeks later, "the AI always does this this and this... and to counter I just have to do this"
I don't know how this AI is structured, but when I play it, I feel like it is doing some thinking. Seriously, it seems like it is actually thinking ahead, looking at possible traps, being wary of assassins, things like that. It doesn't feel like it is just running some pre-ordained script that after the third game, you'll be like, "oh, it has a stack of swordsmen, two archers, and 3 mages, it is definitely going to attack next turn"
Incomplete merge without the nigh continuous improvements and updates Sephi has been adding. I stopped playing FFH2 because patch J AI was more annoying then fun. I started playing FFH2 again because I tried out Wild Mana. Give the Mod a serious try or go away.
No doubt. I can't believe this guy. Never even played the mod, and is complaining about it!!! Sephi, if you have not found the serenity of the ignore function... find it now. I use it like crazy, and it will hep your sanity tremendously.