Skyre Noktis
Warlord
- Joined
- Apr 28, 2009
- Messages
- 271
I've just briefly looked through code for the new version of your mod. I'll try integrating some of the tech and building beelines tonight to see what effect they have.
You need to raise the AI weights in the spells XML file or it won't actually use them. Also, the AI will still have a problem with Galleys as it won't see them as transport ships without DLL changes.
v0.3 out tomorrow...
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Teutorix requires Blasting Powder, doesn't he? That would help explain things.Sephi said:that Malakim dude is a real freak. I think he could have had tier4 units around turn 270-280 on noble difficulty, but he preferred to go for blasting powder.
Teutorix requires Blasting Powder, doesn't he? That would help explain things.
This is really excellent work! Exactly what FFH needs!
I was wondering if there were any AI improvements planned for the Sheaim. I like to play them partly because the whole Sheaim-AshenVeil-Armaggedon thing is so compelling storyw-ise. It also seems to be an important mechanic in the gameplay.
However I notice that the Sheaim in AI hands, together the Ashen Veil religion, never seem to take off no matter what the map. That's a great pity because it effectively means that Armageddon never is a real threat to the rest of civilisation, like it was meant to be.
Is it possible to mod some AI improvements for the Sheiam? Perhaps make them build Planar Gates and the relevant necessary buildings (Mages Guilds, Public Baths, etc) more effectively? Or perhaps tweak their technology preferences so they don't crash economically all the time?
I'm afraid I don't play multiplayer so it would be difficult for me to debug OOS issues. Someone would have to help me out as I don't have the vaguest idea how they work and that log means nothing to me.Tried this on multiplayer with a friend on a standard erebus continents map with teams of 2. With vanilla ffh we have no issues whatsoever with stability but with this mod active, early on we get an OOS. If its any help, heres the log. I would love to use these AI tweaks in our games but without the stability that vanilla ffh has it just isnt worth it.
Good luck with ironing out this one.
Yeah, I'm going to go with what Turinturambar said and say it's the traits that are the problem. Tebryn has *nothing* that's useful before he starts producting arcane units. Os-Gabella has industrious, but that's not really a huge help, either, and her shunning half the map can't help her on the tech and resource trade side of things.However I notice that the Sheaim in AI hands, together the Ashen Veil religion, never seem to take off no matter what the map. That's a great pity because it effectively means that Armageddon never is a real threat to the rest of civilisation, like it was meant to be.
Is it possible to mod some AI improvements for the Sheiam? Perhaps make them build Planar Gates and the relevant necessary buildings (Mages Guilds, Public Baths, etc) more effectively? Or perhaps tweak their technology preferences so they don't crash economically all the time?
The problem with the Sheaim is that they have very bad economic traits and have basically only one winning strategy: Spam deathnodes and death2 mages combined with pyrezombies. Obviously the AI does not understand this yet.
Planar gates are actually a reason why the AI is bad with them. They aren't hammer efficient. At 300 hammers you have to get 3+ creatures out of before you regain your hammers and the AI would be better off just by spamming pyre zombies.
Tried this on multiplayer with a friend on a standard erebus continents map with teams of 2. With vanilla ffh we have no issues whatsoever with stability but with this mod active, early on we get an OOS. If its any help, heres the log. I would love to use these AI tweaks in our games but without the stability that vanilla ffh has it just isnt worth it.
Good luck with ironing out this one.