SALVO uan keBALDO

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  • in reply to: Patch v1.801 #270809

    You are still patching this game, after all those years?

    Best. Company. Ever.

    in reply to: AI dispels meditate instead of casting #240076

    Many thanks!

    in reply to: AI dispels meditate instead of casting #240027

    Ops, I did not understand: you’re just talking about making meditate undispellable? I proposed to remove the ability to use the spell “Dispel” for the AI, but this solution seems better.

    in reply to: AI dispels meditate instead of casting #240016

    No, Triumph, we’re expecting you to do a breaktrhough in AI research! You could pick some scrolls somewhere, just be aware of phantom warriors.

    Sikbok, thanks for your answer. I’m aware of AI programming issues, and I suggest to simply do what you said. Dispel is really situational, and I couldn’t be able to write some objective criteria for an AI to use it well. So I vote for flipping the setting, expecially if the AI will continue disjuncting battlefield enchantments.

    A curiosity: could you set flags (de)buff by (de)buff or only globally?

    EDIT: misspelling, I’ve always read your nick Sikbox.

    in reply to: AI dispels meditate instead of casting #239700

    The easiest way I could think about is having AI avoid dispelling Meditate and other buffs that an unit can start with (if there are others). I don’t konw if it’s possible to forbid the dispelling of a specific enchantment, though. A dev answer would be nice here. How did you summon one?

    in reply to: AI dispels meditate instead of casting #239663

    Well, as I said in the other topic, dispelling single unit buffs should not be an AI priority (expecially in large scale battles). I think that, example given, an AI sorcerer that is engaged in a big battle should avoid dispelling single unit buffs and go straight for killing damage spells (if possible) or battlefield enchantments, like Chaos Rift. Trying to disjunct battlefield enchantments is instead a good thing, and I’d like AI to keep doing that.

    True, it’s not a bug, but I feel that it’s a consequence of AI programming that was not desired (remember that, IIRC, before Meditate there was no occasion of having buffed troops at the start of the battle, so it’s more likely than not that the AI was never written with this issue in mind).

    in reply to: AI dispels meditate instead of casting #239660

    I did, and reported it. A fix of it would be very nice if there will ever be an update, as I enjoy playing as KotP.

    in reply to: No editor available to me #239529

    Sadly, the editor is windows only.

    in reply to: Alignment Compatibility Mod #239282

    Really nice. How about removing the “More good/evil” happiness bonus and the other malus? As alignment now dances, those bonuses/maluses are always there, and I think they’re annoying.

    in reply to: Shadow Realm – Brainstorm #238863

    I have no graphical skills either, lol. But I could learn. I’m on a limited time since I’m working on my master thesis, but I could use some of the time that I use playing learning some graphical skills, and trying to do something. Results will be awful, you’ve been warned!

    in reply to: Shadow Realm – Brainstorm #238860

    What’s happening here is really beautiful. I can’t help on the modding side, as I lack the skills and the OS (linux user, I’d go mad coming back to windows) but I’ll try to help with ideas. Fully fleshed races with special classes are really a good idea, making sense lorewise.

    The thing I’m worring about is battlefields. As far as I know there is no official way to edit battlefields. How are you going to cope with that?

    OT: about Gloweye’s Incarnate, if the incarnate switches sides when the possessed unit dies in the same battle where it’s possessed, could you not make a debuff that comes with the “Possess” skill that spawns an Incarnate that immediately switches side upon death, instead of spawning an Incarnate under the control of the original possessor (and, naturally, that debuff would forbid the normal spawning of the Incarnate happening)? That debuff would end with the battle, and then the normal Incarnate spawning could happen without problems.

    The problem is made bigger when I bring units with meditate to the battlefield – as I can mass produce them, AI has plenty of targets, and every spell becomes a dispel(l). This escalates in bigger battles, where AI keeps dispelling when a battlefield enchantment would be WAY better.

    An AI rule like “Don’t cast dispel on single units in a big battle (more than X units) and/or don’t cast dispel if unit has less than Y buffs” (I would prefer the and) would be good. Dispelling a single unit’s enchantments can really turn the tides of a battle only if it’s a small battle and the unit has several buffs on it, as dispelling is not like other debuffs, it has no side effects.

    Disjunction of battlefield enchantments is sometimes a nice thing to do. I don’t know how often the AI does it as it keeps dispelling my units.

    Are you playing with “Allied victory enabled”?

    I am.

    Did you/Sanhild met another AI already?

    I’ve met all 3 AIs, and I’m in the process of smashing one of them. She has not encountered the AI I’m at war with, but se met the other one, and declared war on it. I’ve tried to offer her alliance and war declaration on the other AI, but she refused.

    Another bit of information: Sanhild is a Grey Guard. She’s keeping neutral alignment, and she declared war when she had +100 alignment. Now she’s at zero, so she could accept an alliance without ruining her alignment.

    Charlatan and Gloweye, thank you for your dedication. And with shadow realm in the rmg, I think I’ll give a go to the rmg patch sometimes!

    Note that it’s not in there yet. I still gotta fix a few issues. Like for example, adding the extra layer prevents the spawning of cave exits/entrances. Gotta repair stuff like that first.

    Ok, I’ll keep an eye on the topic.

    Charlatan and Gloweye, thank you for your dedication. And with shadow realm in the rmg, I think I’ll give a go to the rmg patch sometimes!

    in reply to: Happy Holidays / Update #238664

    Happy holidays to my now favourite studio, keep improving the game with community suggestions and keep this direction for future games! It is nice to see that companies who care about gamers still exist.

    Hi Charlatan, could you also make a version of Decodence without the Tundra and Autumn tileset in the RMG? Really loving these two, but the fact that I can’t decide how much of them I will have in a random map is not ideal, and I’d prefer to have them only in custom maps.

    Yes, I agree the missing ability to set their amount is annoying, though if you set everything to maximum it is balanced again.

    I’ll have to check out how I will do this, If I can just copy the whole thing, I will make this a second mod that upgrades Decodence to RMG.

    Otherwise I’ll have to make two separate mods, do note that these two will not be compatible together then !

    Sadly in both versions it is likely all players involved will have to restart open RMG games then >.<

    Thank you!

    Hi Charlatan, could you also make a version of Decodence without the Tundra and Autumn tileset in the RMG? Really loving these two, but the fact that I can’t decide how much of them I will have in a random map is not ideal, and I’d prefer to have them only in custom maps.

    in reply to: Necromancer Happiness & Morale #237661

    I cannot edit: ninja’ed by a better answer.

    in reply to: Necromancer Happiness & Morale #237660

    It’s correct, Necro cities do not have morale. Every RG bouns to the morale gets converted to something else when playing Necromancer (usually undead population). Units do have morale, but it works in a strange way. As far as I know (someone correct me if I’m wrong) they’re not affected by terrain/climate, and there are certain researches and skills (like “puppet master” for ghoul units) that give positive morale. In particular, Halfling Reanimators get Memories of Joy, that give positive morale to all undead units in the stack. Since Reanimators are a must for undead stacks and they’re good units anyway, this guarantees that halflings will have always positive morale (not terrain/climate dependent). So they make good Necroes, as they are not affected by most morale maluses. I don’t know about empire happiness, but it’s a fairly easy thing to test.

    About your second question: AFAIK the only way to convert an unit to undead (that does not involve mad things like letting the unit be killed in a battlefield where it is resurrected as ghoul and then controlling it somehow) is to find a Well Of Souls, that converts your living units to undead. Watch out, it’s a one way ticket to undeath, no coming back.

    in reply to: [Solved] [ArchLinux] Game crashes on start #237332

    You were correct, it seems there was a buggy release of lib32-alsa. They fixed it today, after updating the game works. Well, that’s the rolling release’s downside. Thank you, I owe you one!

    in reply to: [Solved] [ArchLinux] Game crashes on start #237330

    Now that you’re mentioning it, I had a problem with VLC yesterday, as I had no audio from the player (while e.g. videos from youtube were still working). I did a big system update yesterday, so maybe I updated the video driver (I use ALSA). Now that I know what to search for, I can try to see if I updated it and, eventually, a downgrade. I’ll do that and report here, thanks.

    in reply to: [Solved] [ArchLinux] Game crashes on start #237315

    I cannot upload the .dmp files, I’ve changed them to .txt. I can read them through nano and libreoffice. I also attach the launcher logs, the more info the better.

    in reply to: [ArchLinux] Cannot run with optirun #236322

    Seems I cannot edit the first post. I’ve solved the problem using primusrun. Is there no way of using optirun with steam games?

    Solved by switching to proprietary nvidia driver.

    in reply to: [ArchLinux] Strange water in tactical battle #205125

    Today I switched to proprietary Nvidia drivers as I was also having other problems with nouveau. This solved the problem, and I’ve removed the old driver, so I cannot reproduce the bug anymore without reinstalling it.

    I think that AoW3 and nouveau just cannot live together. Thank you for answering, anyway, I was just going to post my solution.

    in reply to: [ArchLinux] Strange water in tactical battle #203190

    Too big image, I’ll link it.

    in reply to: Artifacts and hero dieing #201951

    1) Only when main hero dies. Not economy, but research and spell casting, necros can elude this.<br>
    2) Press on artifact and you will see a box with an arrow icon. Press in and select a hero you want this item to get. A number of turns is displayed also – depends on how far another hero is from your one.

    2. I wanted to add that the “courier” that brings items always needs at least a turn to reach an hero. If you want to give items from an hero to another that is very near (e.g. in the same stack) you can drop the item from the hero on the ground (open the hero inventory, select the item and click the “drop” button) and then pick it up with another hero.

    in reply to: Theocrat / Necro Combo #185324

    Thank you, I’ll have to think about other strategies.

    in reply to: Theocrat / Necro Combo #185265

    A question (I have no time to try it now): does Inflict Despair also work on machines (at least the spirit debuffing part)?

    If it does, a Theo wouldn’t have to wait for Armageddon to fight a Dreadnought…

Viewing 30 posts - 1 through 30 (of 31 total)