[MOD] More Naval AI

I'm not aware of this issue. You'll have to explain to me how it works.

I think he's referring to how blitz lets a unit make unlimited defensive strikes per turn, as opposed to just one.
 
the reason why I think Tigers should have maintenance

4 str, 2 move (60 hammers equivalent)

created by a 5 str, 1 move (120 hammers)

and why skeletons should not

3 str, 1 move (25 hammers equivalent)

created by a 3 str, 1 move (90 hammers)


Do you see? When it comes to tigers, both the caster and the summon are nearly god-like when it comes down to efficiency, while skeletons are much weaker.
 
[to_xp]Gekko;12121313 said:
exactly, on attack it's balanced by movement but on defense it's godly.

Speaking of Godly, since Auric Ascended cannot gain levels, how about he starts with max defensive strikes and blitz?

(and, even after the fix, leave him with the old version of the combo) :D
 
I think he's referring to how blitz lets a unit make unlimited defensive strikes per turn, as opposed to just one.

OK I see. It's pretty clear in the doDefensiveStrike() code. Any unit with Blitz and Defensive Strikes will always have a chance to do defensive strikes.

This seems like it was intentionally designed this way since a unit needs Drill IV before they can even take Blitz. Can anyone provide a specific example where they think this design is a problem?
 
try out a xbow with blitz and you'll see :D

fact is, defensive strike mechanic was added late in development to try and boost archery line a bit. so this is most likely an oversight.
 
OK folks. I played a test game on Immortal difficulty and I see what everyone has been complaining about in regards to friendly AI nations being overly aggressive. My intent was to make the AI play more like a human would, but I understand that in doing so I've taken away one aspect of the game.

I think I'll move my Attack the Weak stratagem to be confined to the Aggressive AI option setting. (I'll release a test DLL with this change after 2.41 is out)

Thanks for all the feedback!
 
I just got this

Code:
Traceback (most recent call last):
  File "BugEventManager", line 361, in _handleDefaultEvent
  File "Revolution", line 635, in onEndPlayerTurn
  File "Revolution", line 1078, in updatePlayerRevolution
  File "Revolution", line 2309, in checkForRevolution
  File "Revolution", line 3068, in pickRevolutionStyle
  File "Revolution", line 4049, in chooseRevolutionCiv
  File "RevCivUtils", line 117, in chooseNewCivAndLeader
UnboundLocalError: local variable 'iNewLeader' referenced before assignment

Note that my version of RevCivUtils.py is not the same as that which was released with v2.4. Magister modmod already includes lfgr's changes in the Rev code. (It also includes some changes specific to my modmod, mostly dealing with the new religions.)
 
OK folks. I played a test game on Immortal difficulty and I see what everyone has been complaining about in regards to friendly AI nations being overly aggressive. My intent was to make the AI play more like a human would, but I understand that in doing so I've taken away one aspect of the game.

I think I'll move my Attack the Weak stratagem to be confined to the Aggressive AI option setting. (I'll release a test DLL with this change after 2.41 is out)

Thanks for all the feedback!


thank you for listening Tholal :)

that sounds like an ideal solution, you could just bundle it with 2.41 imo.
 
In my most recent game-

Noble, Pangea, Quick speed, 3 human multiplayer (simul turn, med turn timer)

it seems that Barbs started arriving as Axemen and not Warriors. (plus plenty of lizards from ruins)
 
Thanks Tholal.

I'm looking forward for the next version of the mod.

I have also noticed that the AI can declare war in scenarios where they should not be able to. i.e. The religious war scenario me (sheam) and infernals got attacked by Svartalfar and Calabim.
 
[to_xp]Gekko;12121499 said:
it's t2 vs t3 though so it ought to be better no? compare it to spectres :D
Comparing to a temp summon makes little sense, though. Skellies and Tigers are the only permanent summons in their tiers, so there's no apples-to-apples comparison for either of them.

I agree that, intuitively, the skellies shouldn't cost maintenance. They aren't overpowered if they are free, either.

On the flip side, though, the only civs that are in a position to field enough skeletons for maintenance to matter (aside from Amurites with Govannon, I guess) are civs that are loading up on Death Mana and going for Spectre spam. And they don't need the help.
 
Unless they can't make
It to sorcery due to a crashed economy ... XP
 
Only three perm summons I think, at least in base.

Skellingtons, tigers, and treants
 
If skeletons were free, then death1 would be the one right choice.
I would take it on every adept, and have a wall of bone protecting my borders plus free replaceable scouts.
Seriously that is a terrible idea.

Plus there isnt even a cost for it - you just have to posses 1 death mana for one turn.
Plus it makes Keelyn even more overpowered.
 
the reason why I think Tigers should have maintenance

4 str, 2 move (60 hammers equivalent)

created by a 5 str, 1 move (120 hammers)

and why skeletons should not

3 str, 1 move (25 hammers equivalent)

created by a 3 str, 1 move (90 hammers)


Do you see? When it comes to tigers, both the caster and the summon are nearly god-like when it comes down to efficiency, while skeletons are much weaker.

Your forgetting all the buffs skeletons can get - Tower of necromancy, spell extension etc.
If I have two death mana and one exp civic an the tower of necromancy, suddenly Skeletons=tigers.
 
But tigers can be mutated, hasted. Regenerated etc. plus a ritual turns all tigers str 6
 
I still concede your overall point. It only got super annoying on immortal and higher.

Still tho, I wish there was a way to dbl or even triple the number of skelliea an adept coul maintain. Would still take several turns to summon
 
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