currently animals vision blocks barbarians from spawning which I still need to change. And the barbarian cities probably could use some free hammers in the late game when units cost are high.The barbarians and animals being on different teams makes the barbarians a lot less threatening. I have a lot of unsettled land around me in the midgame, but I hardly ever have to deal with barbarian incursions because they all get killed by the animals. The animals, meanwhile, will only come after you if they are enraged and they see you--they don't target cities from far away, meaning that as long as I keep my units well inside my borders, I have no animal threat at all.
no, they just don't do much. wildlands for example should also increase spawn rates from lairs.[to_xp]Gekko;8590598 said:I see that Raging Barbarians has been brought back but is now on the bottom of the list along with Wildlands... does that mean the AI can't really handle those well?
I think they all need some finetuning. I see mary in maybe 1 out of 100 games or so.[to_xp]Gekko;8590598 said:oh, and I see you like No Acheron, what would you think of making him a random event instead of having him spawn 100% or 0% ? maybe the same could be done with orthus, while the other bad spawns like mary, the leviathan and the great apes could get more common, then you would have a lot more variety.
There is already a gameoption for Dragons[to_xp]Gekko;8590598 said:maybe add in FF+ Wyrms for added danger![]()
fixedAfter passing through Maelstorm I found my ship encased in ice.
you need more cities to trade withA city with lighthouse and The Great Lighthouse only has 2 trade routes.
animals won't move every turn[to_xp]Gekko;8591904 said:edit: uh, a couple turns later he moved out. I wonder why he just sit there for some five turns or so, and if this is WAD.
hmm, maybe 4/3?[to_xp]Gekko;8591904 said:btw, is it intended that barbarian lizardmen have 4 attack and 2 defense? why did you change it so? it seems they'll be far too easy to kill now, ruins that spawn them will be easily got rid of :
there is an event that spawns one[to_xp]Gekko;8591977 said:not sure how the sheaim got that Hill Giant either, it's early game and giants are beasts... it's not one of the three stooges, it's definitely a wild hill giant with 4XP, he still has UNITAI_ANIMAL![]()
fixed.[to_xp]Gekko;8591977 said:btw, it often happens that an animal goes crazy, kills a barb lair defender and starts guarding it himself. I've seen both griffons and stags guarding barrows![]()
I have never seen a barbarian Griffon. Would be a bug. Lizardmen are on the beast time, else they kill too many animalsAlso, is it intended that Lizardmen are on the Beast team, while Griffons are on the Barbarian team? Seems like it should be the other way around.
There is already a gameoption for Dragons![]()
not sure about that. you could make barbarian skeletons 3+1 death again, like it used to be a while ago, and make lizardmen 2+1 poison. that way skeletons will be strong but slow, and lizardmen weak but quick.hmm, maybe 4/3?:
oh, I see, they probably decided to lose pigs ang gain the giant. is it supposed to have 4 xp and have UNITAI_ANIMAL though?there is an event that spawns one
made a small typo. FixedFound something else. At least the Hippis can build Tumtum.
already fixed[to_xp]Gekko;8597051 said:latest patch, Loki is a unique unit for animals and beasts... damn I was Perpentach XD
fixed. changed the chance to 10%[to_xp]Gekko;8597051 said:and something is wrong with giant spiders, they're 5 attack 1 defence and they're not invisible... plus 5% chance of generating baby spider seems low.
I noticed that too. not sure if it should be considered a bug or feature? I can easily change it, but I kinda like the fact that animals and barbs spawn at hinterlands. Was the lion able to attack you?[to_xp]Gekko;8597051 said:oh, and a lion spawned on a peak![]()
animals only guard the lair of their own kind, barbarians will guard any barb lair.[to_xp]Gekko;8597145 said:a couple more things: animals are still guarding barb lairs, and tribal villages too. actually I think each different kind of lair should only allow its own kind of units as defenders. this would also keep Orthus and other strong barbs from sitting on a tile doing nothing instead of going around killingdemons should not be allowed to guard tribal villages though.
not quite sure, I think I just disabled that part of the ritual for now[to_xp]Gekko;8597145 said:one question... what happens now when someone completes that ritual that turns all barbs into animals?
yes, they are more suicidal. I plan to have different kinds of barbs, some which are smarter, some which are not[to_xp]Gekko;8597145 said:btw, are barbs now a bit more suicidal than they used to be? they've been killing themselves on my walls quite a lot.
yes, they are more suicidal. I plan to have different kinds of barbs, some which are smarter, some which are notSo you never know what they will do next
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[to_xp]Gekko;8597180 said:wolves ... they're weak.