tom2050
Deity
- Joined
- Oct 12, 2005
- Messages
- 5,516
Excellent news about the buildings Tom!
Re AI disbanding, I wonder if there are some hardcoded features coming into play there. Perhaps the AI is programmed to disband certain units first. Workers perhaps are the first option regardless of support cost. And of course they do require support in the original game.
Re the grail, definitely make it invisible. Much more fun that way, though I guess the AI will know exactly where it is but humans won't.
Can't wait for the alpha test!!!
I suppose it can be made invisible, or a small golden pixel could be added (or a shadow only) so players don't need to check every single square looking for it.
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Here is a quick test game I did, to look for bugs, things that need fixing, etc... Played as a bystander point of view, I made no attacks... more to view AI from a non-debug standpoint in game. I figured this would be a good show of where the mod is at currently.
Fortress Test Game (bug/fix hunt) - Emperor
Day 1 - Start of game

Day 19 - Scout comes across a Warrior's Tomb, and discovered a settler willing to join the Fortress!

Day 32 - A Boar is spotted by a Scout heading towards the workers near Tidewater. I bring out my single Gnoll to protect the workers (causing disorder in Tidewater!) but my Magic Arrow is able to take the boar out after several magical attacks.
Day 35 - Scouts continue to explore the surrounding areas, and although they have good speed and ignore all terrain movement costs, it is still difficult to avoid getting taken out by Rogue Boars.
Day 54 - Boars approach Coolmire; the same ones that killed a Scout I had to the north. I brought over the 2 Magic Arrows I now have to help defend the workers in the area. The Magic Arrows kill 1 Boar, and I bring my Gnoll out of the city to defend the workers.

Day 74 - I am trying to expand as quickly as possible, I have met the other Fortress civ to the south, Dungeon civ far to the east; and I have spotted the Tower civ and Inferno civ cities also encroaching in on surrounding territories.
Day 94 - Expansion continues, Boars attack near the border town of Marshchoke killing 2 of my workers, and are within striking distance the city. Only 1 Gnoll is defending the town, so I bring my Magic Arrows into the closest towns of Coolmire and Stillbog.

Day 98 - Boar threat near Marshchoke neutralized. 1 boar by Magic Arrow attacks, and the other by the city defender.
Day 102 - 4 Dungeon Troglodytes approach into the territory of my southern-most town Marshank. The appear to be about to attack, but still unknown. The town is protected by 2 Gnolls, whose defense of 5 should be enough to hold the Trog's offense of 4. I brought my 4 Magic Arrows over just in case.

Day 103 - The Nighon Overlords declare war on me! My Gnoll defender dispatches 1 Troglodyte attacker, the rest do not attack the city. My Magic Arrow retaliation kill another Troglodyte, and rest should not last long.
Day 105 - 1 of my Gnoll defenders has been killed in Marshank from Troglodytes, I am bringing another down from Marshchoke.
Day 108 - It appears the Tower civ may be looking to attack me also, a couple Master Gremlins are on my border and have approached some of my workers.
Day 113 - Tower troops have not attacked. I have researched Level 1 Creatures and am researching Level 1 Upgrades (Gnoll Marauders are much more capable than Gnolls).
Day 115 - I sign Peace Treaty with the Dungeon and gain 40 gold from the deal. It is too early for war, as the expansion phase it not even over yet.
Day 119 - The other Fortress civ to my south demands 27 gold, I give it so I can have time to build up my towns.
Day 123 - I lose a Magic Arrow from jungle disease. I need to look into this, I wanted Fortress to be immune to jungle disease, but not other civ's (although I don't think that is possible to do; can only be done for Flood Plains). I build my first Fortress Fort in Tidewater! Now I can begin building creature structures there.

Day 131 - Stillbog is able to create a Marketplace from a local treasure resource, which will produce additional income from the treasure as Stillbog brings it to the Capitol. Also, Tidewater has created a Gnoll Hut. The Gnoll Hut will constantly produce Gnoll's for me. My first Gnoll Marauder comes into play at Lostmoor.
Day 139 - My expansion is complete with 16 cities, and all towns will begin building the Fortress Fort as soon as possible which is required for further development.
Day 146 - Stillbog has produced a treasure from the local treasure resource. I can now bring it to my Capitol for additional gold!

Day 152 - 4 Master Gremlins from the Tower have approached on my Northeastern city of Nokaneng. I have brought my Magic Arrows over, and have started a supply line to get some additional troops to my border towns.
Day 153 - A definite planned invasion... There are now 11 Master Gremlins with a continued supply of them following. I need to get Level 2 creatures, most other civ's have them by now. I am only a few turns away from researching the Archery (a Might tech), which will help compensate for the Fortress unit's lower attack values.

Day 154 - Bracada (Tower) declares war and attacks Nokaneng! They attack with 7 Magic Arrows but the superior defenders hold against the Master Gremlins average attack values.
Day 156 - The initial assault against Nokaneng ends with my defenders victorious. And Obsidian Gargoyle is spotted further south near Marshchoke, which is a dangerous unit compared to what I have. I will have trouble destroying these units. It appears the other Fortress civ is also scoping my border for a possible attack. 10 turns to get Level 2 units then I may stop research to bring in gold to rush improvements and units.
Day 157 - The Tatalians (Fortress) also declare war on me! Now I have 2 fronts. Through trades, I am able to acquire Level 2 Creatures, as well as Offense and Ballistics. In exchange many civ's received Archery, Might, and sums of gold per turn. (This needs to be changed, otherwise all civ's will be all Might and Magic).
Day 159 - Master Gremlins took out 1 defender up north. The enemy Fortress troops move against my troops down south with Gnolls, Gnoll Marauders, Lizardmen, and Lizard Warriors.

Day 163 - I was able to make peace with the Tower civ. I have seen no units from them in the past several turns; chances are they are at war with another civ. Now I can turn my full attention to putting pressure on the other Fortress civ to make peace.
Day 168 - Make peace with the other Fortress civ.
Day 175 - Out of the known civ's, my military strength is weak to a 1/3rd+, average to about a 1/3rd+, and strong to a few. Dungeon demands 26 gold, and I give in. Rogues attack Thanel Falls; my Gnoll Marauder defeats 2 of them, but the other pillages my Fort!
Day 177 - I have discovered Level 2 Upgraded creatures. With this I discover a new resource, the Legs of Legion... and I have 2 of them in my territory! When I connect these to my cities in Deadwood and Andara, these 2 cities will be able to build a special Legs of Legion structure which will provide additional Level 2 units. A very valuable resource... There are similar resources for higher level creatures, but these are much more rare.

Day 186 - Avlee (Rampart) declares war on me! A single Rampart Centaur Captain captured 2 of my workers near Deadwood and destroyed them! I will get my revenge!
Day 191 - My first Fortress Tower is built in Tidewater. It will greatly help defend my Capitol. Rampart continues to send Centaur Captains towards my cities. When I checked with my Military Advisor, I am told that I am weak compared to their forces. They have to have Dwarves and Battle Dwarves by now, which are some tough units, with good magic resistance. Rampart has a couple towns close by, but their full civilization is on the other side of the map, which means a huge force is likely to show up my doorstep in 20 turns or so.

Day 193 - Rampart offers peace treaty, I accept. I am somewhat surprised by that though.
Day 196 - Deadwood has produced a Legs of Legion Creature... I can upgrade this to a Lizard Warrior!

Day 200 - The Deyjans (Necropolis) landed 5 Skeleton Warriors on my shores near Djibo, and declared war on me! They took out 2 of my defenders, but the rest were unsuccessful. I am also considered weak compared to the Necropolis. I built the Offense Small Wonder, which will help me with getting my units upgraded.
Day 215 - Ghanzi is almost finished building the Glyphs of Fear, a unique Fortress building. A Wraith is north of the city... Necropolis units are dangerous because although their stats are not the highest, their special abilities make up for this in many ways.

The Glyphs of Fear have been completed... This brings this playtest to a close, I have found quite a few things that need to be fixed and adjusted from this... so back to work


All in all, my take on Fortress in Civ3 is that it is clearly defense oriented (as it was in HoMM3). It is necessary to research Ballistics and Artillery as soon as possible to get the Ballista and Catapult to help in offensive assaults. It is also necessary to get your creatures upgraded as soon as possible for the good stat boosts they receive. Fortress can only get Spells of level 1 through 3 (cannot get 4 and 5), so whether you go Might or Magic depends on the advisaries you face.
Tom