RifE 1.20 Ideas, Requests, and Feedback

Has anyone else been having issues with Worker AI? I've tried games both with and without the Expanded Improvements module, and automated workers seem very confused. They pick 2-3 plots per city and work them almost exclusively, putting down one improvement and then almost immediately replacing it with something else. If there's a tundra resource, they will loop between Camp & Yaranga; another frequent loop is cottage/workshop. This is especially annoying since WS is very slow to build in the early game. I've also seen them take the most productive non-resource plot in a BFC, and decide to drop a fort on it (wiping out the improvement that made it so productive).

As a quick fix, I would suggest that workers prioritize unimproved plots, so that they're at least adding new improvements instead of spending all their time on already functioning plots. After that, we can sit them down for some therapy, and discover why they love workshops and lumbermills so much in the early game.

(apologies if this has already been addressed, or if it's a base FF issue - I play FFP more or less exclusively these days)
 
I think that the few regular (non-hero units) that gain hero-like levels should be able to premote to battle hardend (the promo used on Lucian that gives free xp to 50). I don't know which level it should be avalible at, but it would be cool if my level 6 archer (level put out of thin air, I don't know what level 50 xp is...) could get a boost for the next couple of levels. It wouldn't really be OP, because it wouldn't give you that many levels, and you would have to spend a promo on it. Just an idea to make your already super units, a little more heroic...
 
Has anyone else been having issues with Worker AI? I've tried games both with and without the Expanded Improvements module, and automated workers seem very confused. They pick 2-3 plots per city and work them almost exclusively, putting down one improvement and then almost immediately replacing it with something else. If there's a tundra resource, they will loop between Camp & Yaranga; another frequent loop is cottage/workshop. This is especially annoying since WS is very slow to build in the early game. I've also seen them take the most productive non-resource plot in a BFC, and decide to drop a fort on it (wiping out the improvement that made it so productive).

As a quick fix, I would suggest that workers prioritize unimproved plots, so that they're at least adding new improvements instead of spending all their time on already functioning plots. After that, we can sit them down for some therapy, and discover why they love workshops and lumbermills so much in the early game.

(apologies if this has already been addressed, or if it's a base FF issue - I play FFP more or less exclusively these days)

you should always play with "workers leave old improvements" on imho.
 
Bah! Forests. Burn them for the pyres, or clear them and build massive crypts. And if there are elves on the plot allready.... bonus. :D
 
[to_xp]Gekko;8420872 said:
you should always play with "workers leave old improvements" on imho.

Yikes.. don't know how I failed to notice that getting turned off, but it made the difference. Well played, message board, well played.
 
After making a few tweaks to the AI tech paths I started to notice that the Khazad were consistently tech leaders, then I encountered this on Monarch difficulty:





It seems that with the Khazad having almost no limit to where they can build forts, they are cramming them on every square and getting ridiculous yields from most tiles (5/5/5 on average). Its become so common that I am limited to leaving them out of my games completely. I suggest some sort of spacing limit somewhat like pirate coves, that would be more balanced imo.
 
The images are too small to make out on an iPhone, but I assume you mean the Dwarven Forts? They are SUPPOSED to be limited like Pirate Coves.... Was working last version. Anyone else having this issue?

Just to be clear, they have a large enough distance req that you can fit 4 in your cross... But it normally works out to three because of nearby cities or a mountain.
 
i just gave it a quick check and i couldent build them everywhere, could it be that one of the "no building requirements for ai" things is doing it?
 
Ok, well the code looks fine but I just loaded up as Khazad and could build them anywhere I wanted. Im going to make another fresh installation of FFPlus to make sure the problem isnt there.
 
Ideas -

The Dragon Bones... if someone strolled along with Life III or Death III and cast a particular spell on that spot, "something interesting could happen", though I bet there's a big dependency upon art. Basically thinking in terms of a poor man's living dragon hero (possibly with some problems like weakness, that it gets dazed and nonresponsive from time to time) or something like a dracolich if going down an undead path, but again, with some possible weaknesses due to the thing basically being salvage with maybe missing parts. If art makes it easier, recoloring a skin of an existing dragon to ugly mossy tones of some sort and saying "hey it's a zombie" would work out I guess.

Thought simply crossed my mind when I had Sphener and his Life III, and thought "my hero isn't likely to die anytime soon, and there's no graveyards anymore."
 
So, apparently the animations needed to have birds flying around do indeed exist. Should I add hawks to the Animal civ? If so, what stats? Should I add several progressions?


Oh hell yeah. :goodjob:


We need a Roc unit, badly. :D


A simple hawk wouldn't be much of a threat...the progression should probably go from Giant Eagle>Flock of Giant Eagles>Roc.


...and now I'm imagining a Jotnar Roc Rider.
 
The Frozen have a giant eagle, the Aquilan, as one of their UU's... a Knight.

The thing has 7 :strength:, 5 Defensive :strength:, 3 :move:, 2 Lightning :strength: and 2 Ice :strength:. As well as Channeling 1 + 2, and starting with Ice 1. :eek:

I like the Roc idea though. :lol:

I'd leave the poor thing alone as far as the Jotnar are concerned though... Unless you want a team of Rocs, holding up a gondola. That way you could transport several giants, rather than one.... :evil:
 
Back
Top Bottom