Enemy stacks just walk around my cities, back and forth
This will be fixed in the next release.
Enemy stacks just walk around my cities, back and forth
- Hawks can only rebase to cities within twice their air range and can only rebase once per turn
- AI will actively seek out dungeons and lairs to explore
Anyways, I was wondering if any balance tweaks were planned for this mod or if it's strictly AI.
If you could remove the ability to rebase into foreign cities belonging to civs with whom you have open borders, I'd be happy. Question: do the same rules apply for rebasing to a unit (i.e. hunter)?
I think I understand why you did this (dungeons/lairs were free goodies for the player), but now the pendulum has swung too far in the other direction (free goodies for the AIs).
Eventually will you be putting in civ specific strategies like Illian early Priests of Winter rush etc ? Or religion strats like cultist/stygian stacks etc?
Also, will you be teaching the AI bulbing strategies?
I have to disagree on the "put guardians on top of lairs idea", it is probly the thing i dislike the most about RifE and MoM, everything is clustered with stupid guardians.
I see it as free goodies for both the player and the AI. You can always try adjusting the LairSpawnRate tag in Handicapinfos to make it so that lairs will get a defender sooner. Taking a quick glance at the code, I see that the Raging Barbarians option doesn't affect lair spawn rate. That's something I might consider changing.
at Immortal difficulty
-the Malakim should not spam light bringers early on. This is one of the reasons that they are one of the civilizations that are more often conquered early in the game. Once they have tier two units Van may do it but not Decius (he is not spiritual).
[*]Hawks can only rebase to cities within twice their air range and can only rebase once per turn
A good example I'll point to is that during very early wars when only warriors and scouts are available, the AI will often build scouts as attack units along with warriors, contrary the obvious flaw in such logic to a human player.
Since the scout is clearly inferior for combat purposes (and yes, they are building them and assigning them to 'conquest' stacks, not to exploring), it'd never be picked if that's the priority.
A minor thought on the lair business, I don't think automatically adding skeletons to barrows, etc, is a great solution, partly because it's a fairly large diversion from the base FfH rules, partly because it dilutes the flavor difference of starting next to a goblin fort versus most other lairs, and also because for the player it's nice to have the option of taking the risk of popping that barrow right next to your newly built capital before it gets the chance to spawn a defender.
I try to avoid making gameplay changes, but there are a few tweaks such as the changes to how hawks can rebase
Can you increase the spawn chance for the lair according to the difficulty level (I don't think that at noble a player will want to see a lizard man too early)?
In early wars, a scout for each, I don't know, group of 10 warriors might be okay