Impressions of version 0.31

There are a lot of things AI can't do in many games, so if you think that something gives you an unfair advantage against it then don't use it. Or bump the difficulty up so that you'd really need that advantage.

BTW, I had Svartalfar using blur against me.
 
You might want to edit the subject of this thread - I thought we were looking at the prior version. ;)

For .32, I am still playing my first game (marathon setting). I am enjoying it as much as the other prior version, perhaps more.

One observation (not a complaint) is the number of events I am getting. I think in the 600 or so turns, I have had an event each and every turn...and I did not select the option that gives you more events (how can you get more than one per turn? is it possible?). Anyway, it has made the game/mod more text-intensive for me as I have to pay attention more now to the events flashing on the screen each turn. Some quickly vanish and require a review in the events log. Also, the number of "constellation-related" events is daunting at times and a bit confusing.

All in all, the team is to be highly commended for delivering an outstanding update IMO!:goodjob:
 
Yeah, market gives as much of a net gain as a single hamlet. It creates a bit of illusion of wealth by allowing to keep your tech slider higher, but since it robs a beaker you don't really benefit much from that. Cottages are almost always better, especially for elves.

Of course education is generally a better tech to research first, but it's not an either/or situation; you can have both. And placing markets/merchant specialists in second tier cities lets you increase your science slider to feed research through your core cities with library/academy.
 
There are a lot of things AI can't do in many games, so if you think that something gives you an unfair advantage against it then don't use it. Or bump the difficulty up so that you'd really need that advantage.

BTW, I had Svartalfar using blur against me.

The Svartalfar will always have shadow mana, it's in their Palace.
Look, you're not really helping anyone with suggestions like the one above. The only reason why I wrote this post was to help the staff focus on some problems which *I* think the mod has. They may be fixable or not, and the staff may or may not want to take this in consideration. Comments such as "don't use that overpowering thing" are completely off topic since I was not asking anything nor complaining. If you don't think such problems exist then that's good, time for you to go back playing...

You might want to edit the subject of this thread - I thought we were looking at the prior version. ;)

The title is correct, as I haven't tried version 0.32 yet. But I have read the changelog and I avoided speaking of some issues that I saw have been already fixed.
 
Comments such as "don't use that overpowering thing" are completely off topic since I was not asking anything nor complaining.

I'm not implying that you do, no need to get touchy. If you check the AI issues thread (where you probably should have posted this issue) you'll notice that there are a lot of of other problems concerning AI handling FFH game mechanics. Most of them are far more serious than Drill.

Besides, until i see it proven otherwise I think that Combat promotions are much better than Drill and AI readily goes for it. After that you'll rarely see unit in AI possesion with high enough xp level to find Drill the only choice left, especialy if the unit in question can also take mobility, city raider or garrison promotions - in 0.32 there's an xp cap vs barbs at 100.
 
xalien, you should maybe double check the post and realize that I said that drill 5 is too powerful when combined with combat 5. Thank you.
 
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