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Goblins Be Gone!

Discussion in 'More Naval AI Modmod' started by [to_xp]Gekko, Feb 19, 2013.

  1. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,942
    Location:
    Seyda Neen, Vvardenfell
    This file removes the goblin archers on the goblin forts on turn 0 , goes in Assets/python

    Thanx MagisterCultuum for pointing out how to do this :D
     

    Attached Files:

  2. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
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    2,773
    Location:
    France
    it is already in your "essentials" right ?
     
  3. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    Location:
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    yep, it's alredy included there
     
  4. Doug Piranha

    Doug Piranha Chieftain

    Joined:
    Dec 19, 2008
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    Location:
    USA
    I wish there were goblin archers on all the lairs so the AIs wouldn't run around with their scouts and explore them. What's the problem with the archers? They'll just sit around in their forts, unless they're drafted by the Clan.
     
  5. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
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    Location:
    Seyda Neen, Vvardenfell
    too strong for turn 0 imo, especially considering you can spawn right next to one. also, I think the AI is scared of them, I've seen the Calabim start in a nice fertile spot next to a goblin fort and waste 3 turns moving away to settle in some horrible coastal tundra.

    that was kinda the straw that broke the camel's back for me :D


    with the newly added chokepoint detection code, forts with archer defenders could be placed in suitable spots decently far away from players' starts, that could work. Nikis-Knight's huge Erebus map for example has some wisely placed archer+fort combos.
     

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