AlexandrJJ
Chieftain
- Joined
- Mar 2, 2009
- Messages
- 43
I'm seeing that now! Very nice, and that's why YOU make the big bucks.
And it certainly does! Thank you!
edit: Oh, hey, a quick idea/thought: I've noticed the AI constantly runs their scouts up to goblin forts and they get stuck in an endless cycle of being damaged, staying in place to heal, and being damaged again. They never, ever move away from said forts and just feed them experience endlessly. Any chance you can work that into the AI scout subroutines so that they don't stay in a dangerous spot? It'd be really helpful for me, especially, since I have to go through the game world each new game and delete the goblin forts+archers, when they're USUALLY a great idea! It's just the little big that makes the archers endlessly fed experience from ranged fire, and the scouts that take up a unit slot for the AI that they never care for.
Xienwolf did fix this one, but in the process caused a problem with Hawks that could result in a CtD. I had to revert the change for the time being - but I assume he'll add it back once he has time to solve the other problem...
I like the AI improvements you made. Any chance you'll release the new AI separately, Sephi?
I had planned to release the Arcane UNITAIs seperately, but found no good way to do that yetI like the AI improvements you made. Any chance you'll release the new AI separately, Sephi?
All research is probably a bit too much. I probably get rid of the whole chokepoint system and replace it with something better.Gonna have to quote this. I LIKE certain ideas, especially feeding more UBs to each faction as the game progresses, but dividing the game into eras that require ALL the research from before it is kinda antithetical to the Fall From Heaven ideology.
There is so much awesome stuff in FFH/FF that being forced to rush through the tech tree isn't what i like. I find battles between mixed armies of archers+axemen+catapults+adepts+horsemen more interesting than only vampires against Ogres for example.The idea is that each faction has a preferred TREE of research, and the player can play depending on what their preference is as well. Through a normal game, most factions shouldn't advance religiously beyond Philosophy or its next box in, magically past the first division of 4 magic researches, and their equivalents in the more standard researches up top. This is making the AI SIGNIFICANTLY more generalized, and perhaps more actually competetive through that, but it's taking away part of the spirit of FFH.
In FFH, those Eras are used for religions.This may be a stupid question, but why not work Eras like they do in BTS?
yeah, somethingPerhaps instead of requiring ALL techs, you can require a majority of them? Or something else? Or simply only have the AI tech entirely within era and allow players to do whatever?
This is a FF mod which will copy your FF Folder into a different folder and then apply its changes. So your FF mod is unchanged and you can still play FF. The install program gives you an option to create a shortcut on your desktop so you can easily choose what to play.I have something of a fishmining question; How do I add this without breaking my ability to play FF with friends who don't have it?
Sent you a PM about this, but would you mind me using your magic AI's in the Wild Mana mod? Gotta distribute a DLL anyway to handle the game options I'd like to put in, just gotta get the thing to compile.![]()
There is so much awesome stuff in FFH/FF that being forced to rush through the tech tree isn't what i like. I find battles between mixed armies of archers+axemen+catapults+adepts+horsemen more interesting than only vampires against Ogres for example.