Grillick
Prince
Hey, do you think you could link to the version .025 Bug Thread from this post? You've got the .023 Bug Thread, but not the recent one.
This is a tiny gripe. I mention it only because I love this mod so much.
I really like having the Infernals vs Mercurians in the game. I play only terra maps so the Infernals will have a big place to hang out and get tough before I meet them, and I make sure that the Sheaim and one other evil civ is in the game.
Trouble is, 75% of the time the Infernals never show up. Leaves, Runes, and Overlords get founded first, of course, because they come early in the tech tree, and within 20 turns or so everyone in the continent has converted to one of these. But after the Order and the Ashen Veil get founded, the AI is way too lazy about spreading these religions and switching to them.
Is there a way to tweak the game so that the evil civs will prefer to switch to an evil religion when it becomes available, especially if they found it? Actually ditto for the good civs. I rarely see the Order come into play either.
Also, even when the Infernals do come, and there is room for them to grow, they always get left way way behind. Even the barbarians are kicking their butts. Is there a way to give them a bigger head start and help them keep up? Since they usually come in around turn 200 or so, I think they should start with at least a size 10-15 city and some built-in resources.
I think they should be as big a threat as that awesome lich who lives in the broken sepulcher. I love him, by the way. Him and his earth golems just tear stuff up.
Great Mod Kael, keep up the good work.
while playing to bts version of FFH2, i noticed baron halfmoon is not spawning werewolves, regardless of what (or who) it kills.
however this mod is great, and if you ever think about an italian translation, i will gladly help you.![]()
As to the second part, the Infernal palace does give them some good resources (Iron and multiple mana) and they start with a few manes to build decent sized city. But I think the ai looks at it's score and power rating and thinks it can't do anything, and so doesn't bother. Maybe if the Hyborem hero was given an artificially high power rating it would be more aggressive?
As to the first, if you like, you can increase the chance that ai leaders will adopt a particular religion as their state religion. The editor hasn't been working for me, but I found the section of the XML. You can try this if you want, I only changed The Sheaim and Bannor leaders, but the Sheaim will be very likely to adopt the Ashen veil if it should spread to their lands, and a bit more unlikely to adopt any good religion; vice versa the Bannor. Just put this file:
To do- waiting for "Shadow":
1. Trophies
2. invisibility applied by promotion
3. causes war attribute/check on spells
4. mana bar gui
6. Horsemen spawn mana when they die
7. Need to add the Sprawling trait effects
8. Dirge spawn
9. evangelist mechanic
10. Magnadine captures barbarians
11. Heroes listed in pedia for each Civ.
12. Hidden Nationality units can't capture units or cities.
I have that all the time.
All cities are guarded by one single warrior, maybe a chariot later on instead of the warrior.
Even the Barbarian cities are better defendet - they use two warriors mainly.
The AI empires build lots of catapults and almost no real combat units.
The biggest threat are the Skeletons and the Lizardman from the lairs, and they're only dangerous until you research bronze working and get access to Axemen. The direct threat to cities ends with archery.
That's quite annoying, 'cos theres no real challange anymore.
I found a little problem with religions.
Often the first religion conquers the world, going near the limit of 80%!
In my game, this religion is "Felloship of the Leaves", controlled by an evil player, and even Alexis discovered Ashen Veil, or other players The order..ecc.., they didn't change their faith!
In this way, war is very hard to do, because all have good diplomacy with all.
It's possible to minimize religion value in diplomacy, or to assign a alignment to religions so that It's very difficulti to accept Ashen Vail for good players and Felloship for evil or that players prefer to adopt their discovered religions instead of diffused one?
You'd already won that game from the sound of it. Switching to the Infernals just made it more of a challenge. (Is that really what they are meant to do?) The infernals really don't get rolling and research their own tech for a long time.@Hangly Man
I find your arguments very interesting, and they are probably true.
On the other hand I played the infernals once and had the tech lead apart from the civ, which I abandoned. The units, Hyborem got were technologically ahead and it was easy to conquer some cites and later I even got to position number one again, permanent alliance with number 2 and no more serious problems...
I agree. Once their cities do get large it becomes a real chore to keep them on an even keel.One problem in 0.23 was that the automatic selection, which tile to work, infernals do consider food in the selection, so you always have to pick manually where the cities shall harvest. The AI probably has a serious problem with this.