Wallthing

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  • in reply to: Equal levelling speed for all unit tiers. #214696

    Wallthing
    Member

    Eh? You’ve got it backwards. Low tier units require less experience to reach a particular rank. You feel this isn’t enough to balance the general superior killing ability of high-tier units? I find them to be fairly equal – about half the time I’m trying to level my high-tier units faster, the other half I want to level some of my still-essential low tier units.

    in reply to: Where did "Meditate" go? #214654

    Wallthing
    Member

    After being used it gets called something else on the stat screen – I can’t remember what – but the name is the same for all the different possibilities. Check their stats and look for something providing an odd bonus.

    in reply to: NPC Cosmic Events #214588

    Wallthing
    Member

    I like the hero’s too and it would be cool but hard to make possibly.And what is up with planetary alignment rarely ever see that one.

    Really? I see it almost once per game on normal events settings; I was starting to assume it is common.

    I haven’t experienced the Rise of the Machines yet. The others I have. Fighting the necromancer was hell – IIRC she had… well, I won’t spoil the fun.

    in reply to: Boneyard behavior #214358

    Wallthing
    Member

    Undead armies can get nasty – Titans, Bone Dragons, Bone collectors… I never let them fester long enough, but do they start manufacturing Reapers too eventually?

    I’ve never seen a wandering Dread Reaper except as part of the NPC necromancer cosmic event. It would be out of character, I think, for one to come from a boneyard, but maybe the circles produce them late in the game?

    Edit: I support the idea of adding a few more spawn point – my preference for the first would be something like a mad inventor’s workshop; a machine spawner. So rare to run across machines in use. Perhaps it could even be a combination spawner + treasure site, giving production, gold, and knowledge, and offering a building with a slightly eccentric bonus for machines – like lower defense in exchange for more damage.

    in reply to: Boneyard behavior #214348

    Wallthing
    Member

    I was lucky enough in one game to have a wisp over a lake next to some blighted land with a boneyard at the end of an npc AI’s empire. Hmm. Perhaps the stacks moving together was an anomaly, aggravated by the NPC ai frequently sending units to that area? So the undead stacks would tend to stay close enough to each other to be able to both attack at the same time & have a higher chance of appearing to move together even when there wasn’t an enemy army they could reach.

    Just set things rigth: this was not meant to talk you down! Just wanted to prevent this thread from going to the wrong direction. There had been complaints about boneyrd strength several times.

    No, I didn’t take it as if you were. That particular comment was for Ericridge. Perhaps I should’ve organized my post differently.

    in reply to: Boneyard behavior #214328

    Wallthing
    Member

    I’ve lost armies to titans, such is the risks of exploring with a weak stack. But I didn’t run to the forums to complain about it.

    What I did was resurrect the hero and give him five new units to command and get revenge with.

    Did you read my post and misunderstand it or do you talk down to people through ignorance alone?

    Look, folks, I’m not saying ‘nerf boneyards’ – I’m wondering if the AI is acting properly. I don’t give a flying monkey about 6-titan stacks or whatever misinterpretation you’re making of my statements. I am saying that it is strange to find the AI marching two or three stacks of roamers around together as if they’re going to besiege a city, or having two stacks stand next to the spawn point as if they’re defending a city, both instead of, well, roaming. I don’t or haven’t yet seen the same behavior from monster spawn sites.

    in reply to: [Fixed] Problems summoning creatures #214178

    Wallthing
    Member

    Yeah, if you channel a spell you only get back the mana you’ve put into it during the current round from all I’ve seen.

    Sorry I wasn’t much help. Caught my interest, looked easy; gave it a swing and missed. Good luck!

    in reply to: [Fixed] Problems summoning creatures #214173

    Wallthing
    Member

    That particular spell looks as if it is ready to cast. If he finished channeling it on the previous turn it wouldn’t return any mana to him?

    Has he tried the usual stuff like uninstalling & reinstalling the game? Is he using a cracked or otherwise modified version of the game?

    in reply to: Ballista! #214150

    Wallthing
    Member

    I can’t say I’m a big fan of watering down trebuchet if it is left as a defenseless, poorly mobile unit with t3 cost and upkeep. Yes, it should be relatively defenseless and poorly mobile, but why then should it be T3 after losing versatility?

    Either way, be it 8 or 6 units per stack that really doesn’t matter, as your opponent can respectively have 8 or 6 units as well. Or perhaps I miss your meaning?

    It still matters; unless I’m crazy his point is that an 8-unit stack can have a larger number of specialized units without causing as much harm to stack effectiveness as it would in a 6-unit stack.

    in reply to: I don't see the point in building settlers #214089

    Wallthing
    Member

    That’s another thing I wondered about. So, mana/research/gold producing sites, even the +10 casting point of hearts works well if you build a fort next to them, right? But +production/happiness points or giving special abilities to units produced, that doesn’t work unless you have these in the domain of a city, no?

    Yes, correct.

    You can settle a fort – the main advantage is that you have walls (of whichever type the fort has) from turn 1. It also helps a bit in terraforming – you can terraform the 6 hexes immediately surrounding a fort before founding a village to have a pretty big happiness bonus from the start. Stone walls of course can give you more resource structures inside the settlement from the start – another nice boost. All that for not much more than thinking ahead.

    in reply to: Better late than never #214049

    Wallthing
    Member

    One day I shall find a Sphinx Temple + Pillar of the Stylites city while playing a Shadowborn mastery Frostling necromancer. One day.

    (Lately I just want a town that has, I don’t know, two mana nodes or a crystal tree maybe. It doesn’t have to be close, just maybe on the same half of the map as my necro. I swear, RMG hates necros…)


    Wallthing
    Member

    You don’t sound like you’ll easily be convinced, but I don’t believe it is that simple – I’m not sure anything about programming good AI is trivial. The real problem is that the AI doesn’t coordinate units when it goes after summons like that – which is, again, far from trivial.

    Ignoring randomly-placed baby spiders is also a pretty good way to get webbed and/or flanked to death.

    in reply to: How is the game doing #214042

    Wallthing
    Member

    They plot to cover the earth in fishy-smelling greenish spots!


    Wallthing
    Member

    The trouble is, I think, that the AI is prioritizing units it thinks are easy to kill – as all the T1 spiders are. This is usually a good idea; reduces incoming damage quickly, often knocks out a support unit, archer, or new and vulnerable hero. Temporary units as you’ve seen kind of throw a wrench in the works. Problem with that is that it is probably a non-trivial change to AI to fix this behavior – and at what cost to all the battles without summoning spells?

    in reply to: Theo Vs. Dread #214003

    Wallthing
    Member

    Don’t mistake me for someone actually getting involved in this, but in light of how much work went into that wall of text I felt the need to make a minor correction: dwarf exalted have 12 base defense + shield for 14 effective, not 11 + shield for 13. Doesn’t really change exalted vs golem analysis either way you see it, though.

    in reply to: I don't see the point in building settlers #213585

    Wallthing
    Member

    What map settings are you playing with? If you skipped settlers on a map with ‘few’ settlements you’re likely to end up with a patchwork domain and over-extended empire… and miss the best unit enhancement & highest production sites, too.


    Wallthing
    Member

    Actually, it does. You’ll only see the ability show up once, but they all stack nonetheless. It allows some crazy healing for Drac Theocrats.

    Ah, good. I guess I’m spoiled by the abilities that actually display as stacking.


    Wallthing
    Member

    Mm, keep in mind that Healing Aura grants Fast Healing to each unit in the stack, meaning +6 hp regeneration each, not 6 spread out among all units in the stack as it seemed you were implying.

    I don’t think fast healing stacks with itself, though. Maybe the amount of healing would get too crazy? Seems like a waste.

    in reply to: [Fixed] Problems summoning creatures #213288

    Wallthing
    Member

    Are you using autocombat vs AI opponents in this game? If so, he needs to uncheck the ‘cast spells in autocombat’ option before starting the fights when he has something more important on the burner, otherwise the AI could be eating up all his CP.

    In recent, previous patches the AI wasn’t casting any spells in combat (only disjuncting when it felt it needed), so this might be the reason that he wasn’t losing all his CP until recently.

    in reply to: "Sell for gold" bug #212215

    Wallthing
    Member

    ‘Ssell for gold’ is simply capped at 500 from all I’ve seen. Most mythical sites with my usual settings give 500 gold in rewards even with two mythical items and 300 or 400 gold to boot. Can’t say I’ve ever seen a base gold reward that large though.

    in reply to: Independents not capturing player cities #211859

    Wallthing
    Member

    Hi Wallthing,

    We fixed it in Patch v1.603 – Beta, see this post: http://ageofwonders.com/forums/topic/update-v1-6-patch-notes-updated-1562015/#post-211692

    Ah, thank you, I missed that update! The beta patch is moving faster than I’ve been keeping up with it. XD

    in reply to: Mixed signals about stealth. #211845

    Wallthing
    Member

    – Independents cannot attack you anytime your unit ends a turn in a hex where they have concealment, unless that unit is parked next to another Independent unit

    * Or an independent passes through a hex next to the concealed unit. (Right?)

    in reply to: Why does the AI wander about aimlessly? #211714

    Wallthing
    Member

    I don’t think I’ve been around long enough to witness it but I understand the AI city spam was ridiculous before they implemented that limit. I mean, an Emperor AI with all its production and income bonuses (population too – if only from the innate happiness bonus) could get seriously crazy without some constraints.

    in reply to: Why does the AI wander about aimlessly? #211571

    Wallthing
    Member

    The AI has an uncanny ability to move armies to your weak spots when your main army is too far to reach them. So it can attack your city in 2 turns if it takes you 3 turns to reinforce it. It also seems to ignore Haste berries, unless they happen to be in its way.
    But that’s about it for long-term strategic moves. I’ve seen it garrisoning Settlers and waiting for who-knows-what until finally moving them somewhere (If I didn’t convert them first).

    I’m not sure I’d call this long-term planning or anything like that; the AI simply knows the garrison strength of enemy cities. If it thinks it can take a weak border city by an acceptable margin it will go for it.

    The garrisoned settlers thing is, I think, due to the limit placed on the AI that it can only have a number of cities equal to the player plus or minus a certain amount (based on difficulty?).

    So that stuff looks like strategic planning but really isn’t… if you ask me.

    Making AI act/look ‘smart’ is really tough. In something as complex as TBS it strikes me as something akin to designing a whole second game.

    in reply to: AI too passive #211570

    Wallthing
    Member

    While I don’t think this behaviour is a problem, I think a little bit random personality will spice the game. Ideally there should be AI players which are cautious, AI players which are less cautious (rush now, think later) and AI players which are more cautious than the norm (turtle/builder type which will hit you with Tier 4).

    IIRC, Tombles said something about AI personality before Patch 1.6 went live. I don’t know whether it is included in the patch or not.

    My understanding was that AI already had such personalities assigned before 1.52, though I don’t know how – randomly for each game? I rememeber discussion about how some AI personality types are homebodies that patrol and defend their own domain while others are more aggressive in different ways.

    I had a necro AI declare war on me and all he seemed to do was plague a city of mine and scurry off. When I marched my leader stack into his domain and got my scouts close enough to have a good look at him, he seemed like he had two recently-conquered cities. An AI personality that was programmed to bite off more than he could chew? Or did he just check his odds and turtle up when he spotted my leader stack?


    Wallthing
    Member

    Nope. They said shortly after patch they will annunce the plans. The patch was only six days ago.

    They also just put out a new, small patch that flew through open beta into live. That has the feeling to me of a quick patch to polish off some major outstanding issues before they change gears for something else. I suspect the ‘something else’ will be the next expansion.

    in reply to: Update v1.602+ Patch Notes – Updated 15/9/2015 #211353

    Wallthing
    Member

    I’d rather take a hit to the gold bonus on RG1 (+3 or even +2/hex?) than turn something cool and unique into a generic happiness bonus. I suppose if you have to make it a happiness bonus, connecting it to stone walls is very dwarfish.

    Rite of malediction fix: awesome, thank you. It drove me crazy before (not to mention getting units killed).

    in reply to: Dwarven Deathbringer Perk #211347

    Wallthing
    Member

    Dwarf innate +1 def/+1 res on a tireless total awareness melee T3 with life steal is enough imo. It really starts to make a difference when all of that is added up. That one dwarf city in EL campaign map 3 with a crystal tree & dungeon… oh boy. I tried really hard to get some of those death bringers into play before the end but it was too far to the front lines.

    Edit: yes, they’re fugly. I try not to think about it much. Stay zoomed out. XD


    Wallthing
    Member

    I have no problem with this mechanic whatsoever. If I’m the attacker, it gives me a bit of urgency and prevents MP cheese. If I’m the defender and the attacker can’t catch my units to apply even 1 damage… how would that battle work out in real life? 5 rounds is just long enough to allow a little bit of tactical planning before I have to start hurting something.

    in reply to: Thoughts for my current Random Map Game #210664

    Wallthing
    Member

    Fighting an embarked enemy with a navy is sort of like shooting the proverbial fish in a barrel. You generally have longer range, more ranged damage, and better mobility. A relatively small navy can control a fairly large span of water. You could defend your cities from land, but the trouble with this comes in multiple parts. First, you’ve lost the initiative. You don’t know where the attack is coming from and you don’t know where it is going to until almost too late to reinforce. (If you *do* manage to reinforce the AI attacker is likely to just turn around and go elsewhere instead of letting you kill some of his units, for a stalemate, not a victory.) What’s more, you will probably have to garrison most of your cities fairly strongly as the enemy isn’t limited to attacking a front line of cities.

    650 gold = wait for a quest unless you have enough Cheerful cities to regularly get significant bonus income from praise the leader festivals. That 650 gold investment wouldn’t offer a payout of an actual dragon for quite a while and significantly more gold spent. I wouldn’t count on a vassal dwelling to defend itself very well, either.

    People are really going to have split opinions about the navy thing. Some see the gold cost of ships as a waste when you could instead spend it on flying or floating units that can defend the seas and attack on land. Others like bottling up and harassing large embarked forces with a small navy.

Viewing 30 posts - 61 through 90 (of 144 total)