Chalid
Black Dragon
At the first glance i do not see anything in the SDk either.. very strange.
DarthCycle said:Just to reiterate two AI behavior I am still seeing in version 0.12b
1) At least one of the AI civ is always late to build its road network. It has the tech and the workers, it just doesn't build the roads. The worker improve the tiles with farm and mines though, even the strategic ressource like rock with quarry. This is a problem because its strategic ressources, like copper, is not connected to its trade network hence it is stuck with warrior and archer. Hence an easy target. I've noticed that a trigger point to start the road building for the AI seems to be when we negociate an open border agreement.
Teg_Navanis said:Another hang-up, savegame attached.
By the way: consecrate + galley (or any other ship) is way too strong if you're going for domination victory![]()
I couldn't continue testing due to the hang-up mentioned, but it looks like you can add the whole ocean to your cultural borders![]()
Frozen-Vomit said:I seem to be unable to build the cave of ancestors playing as amurites...
Chalid said:I could not see that one. They built roads for me as soon as they have the tech and an worker (and the need of course). but i'll check it once more. Probably the resources are linked with rivers?
They often cannot built better Units because of the lack of barracks. (It is the same reason for the other behavior, they do not build siege Workshop...).
awwwSNAP said:I'm having two real problems, one is incredibly frustrating and the other is hard not to abuse...
Playing as Tasunke(?), I'm at war with Arturus Thorne... I have a stack of level 15+ Wind Knights, a few Archmages, and various support units sitting right next to one of his cities. Sometimes, after ending a turn, half or more of the stack... vanishes. No message or anything, no Treants spawning nearby, just... poof. Usually it's the higher level units, like the Wind Knights or Archmages, but a few times it's been the entire stack. I reload, and it doesn't happen until a few turns later. Not gamebreaking, but frustrating.
Also, Ring of Flames seems to randomly kill Heroes. I managed to off Sphener, Arthendain, and Maros (all at full health) with it. (Then felt bad, and reloaded). Should this be happening?
Frozen-Vomit said:I was able to haste meteors...
DarthCycle said:Just to reiterate two AI behavior I am still seeing in version 0.12b
1) At least one of the AI civ is always late to build its road network. It has the tech and the workers, it just doesn't build the roads. The worker improve the tiles with farm and mines though, even the strategic ressource like rock with quarry. This is a problem because its strategic ressources, like copper, is not connected to its trade network hence it is stuck with warrior and archer. Hence an easy target. I've noticed that a trigger point to start the road building for the AI seems to be when we negociate an open border agreement.
2) All AI civs are not building catapult. This has two major impacts: the AI cannot conduct effective city invasion and using the dreadful SOD (stack-of-doom) is a viable tactic.
Chalid said:I could not see that one. They built roads for me as soon as they have the tech and an worker (and the need of course). but i'll check it once more. Probably the resources are linked with rivers?
They often cannot built better Units because of the lack of barracks. (It is the same reason for the other behavior, they do not build siege Workshop...).
The fix for both Problems will be probably in 0.14 (maybe i can talk Kael to let me slip it even into 0.13 but we do not want to change many AI things at once).
Teg_Navanis said:Another hang-up, savegame attached.
By the way: consecrate + galley (or any other ship) is way too strong if you're going for domination victory![]()
I couldn't continue testing due to the hang-up mentioned, but it looks like you can add the whole ocean to your cultural borders![]()
Black Whole said:I don't know if this is intended, I thought I mention it:
If you have founded the 'Cult of the Dragon' and have adopted it and you build the 'Purge the Unfaithful', it will remove the Cult from all of your cities.
thearkane said:Has anyone made inroads in finding out what is causing the disappearance of units. I lost most of my main army,baron,spherener,marksman,druid,archmage,mage all heavly loaded with experinece. baron had over 150 pts experience,ect. the only unit left in the army was a cannon. no save i goofed and saved before checking on that army,argh.
Kael said:Im redoing the tech tree right now (we have to make sure they have the correct tech first). If they still dont build roads Ill up the ai weight on road building.