game is broken. red keeps replanning attacks against the same place forevor, regardless of whether I "attack", "nuetral", or "defend". Replan should not be allowed for AIs.
I'm fine with the CPU having a large advantage, especially on higher difficulties, I just want the game to tell the real actual percent chance of an attack succeeding. Otherwise its not actually possible to make strategic decisions.
The AI makes attacks with heavily weighted against it, and wins most of the time... there is something odd with the win chance. This is especially annoying when they win a battle with nothing on turn one, taking out horse, weapon, king, and witch removing all chance of player victory. Player has no agency other than to hope this doesn't happen. Almost as annoying as AI taking several minutes to decide what to ship.
yea, its work in progress. I am just getting the new systems working and will tweak them in. Also fighting higher level armies just got a little more difficult. Win % does not take into account of army level, and the new combat system is a little more rpg based, so its a bit more random then it was. I moved the attack check/re-plan system before the visual display, so there is still some working out with that (this is probably why your seeing the bad attacks) - Cpu has slight advantage right now, if your fighting a 10 army, hes 10 across the board, try the hard level and see how you fair on that.
Sometimes in 4 player games, the game freezes while the AI thinks of what to do with the witch. This never seems to happen in 1v1 games, but is frequent in 4 player.
ill look into it.... witch is going to get a re-write soon... just finishing up fixing and cleaning up cpu attack code. I am waiting to update till I can check it some more.
It would be nice to know what, if anything, morale does. It would be nice to know what, if anything, upgrades do other than unlock things. It would be nice to be able to see exactly how likely an attack is to succeed.
If the AI is going to cancel the attack anyway, why do I have to watch? wouldn't it be faster to calculate the AIs decision without animating it? I only ask because the AI just cancelled its attack 6 times in a row...
yea, its better then it was, but I will look into that with the attack code rework. See any other game stopping or play bugs? The witch might not still be buyable in the last version. Ill try to update in the next couple days the 1st part of changes. Thanks and keep the feedback coming
The ai will always build weapons on the border instead of one step away, even when its goal is defense and the player has an assassin right there ready to kill it. When the AI has a fortress, it overcomiits to defending the fortress even when player has no reasonable way to attack it. It will build all its boats defending the fortress and never use them to attack, until it runs out of space to build them.
3. The AI is needlessly wasteful with material, often adding many troops to a low probability battle even when better attacks are available. Very often, when adding a horse to a battle the AI will stop along the way to pick up a weapon that was already contributing. This would ordinarily be a good idea if it sets up a second attack, but the AI does it even if the original position was more strategically valuable, and even if the battle is more likely a loss than a win, leading to losing a weapon. The AI often half commits to defense, leaving valuable material in places the player can easily conquer that turn, effectively giving away weapons and horse to the player instead of either fully committing to defense or retreating. Sometimes the AI will teleport a witch into an undefended territory and let it die.
The AI has three main problems: 1. very poor witch tactics, especially overuse of alchemy. The AIs first goal with the witch should be its next attack, and its second goal should be defense, and it very rarely does either. Since magic is so important, this alone makes the AI weak. 2. The AI is not aggressive enough. It often fails to see obvious attacks by boat, and fails to add troops into a battle that would allow it a second successful attack, even when victory is assured. This makes the AI very sluggish compared to the player when seizing key territories and resources.
After I made a mistake and lost a witch, I realized it is impossible to make a new witch. Even with one of every resource there is no option under special.
In the "battle witch" campaign map, the AI ignores the obvious easy to capture gold, instead electing to attempt a much more difficult battle for a territory with no resource in it.
Correction, when I am in the "Select Campaign Level" screen by selecting Campaign from the Main Menu the exit button does nothing. When I am in the "Select Campaign Level" screen by selecting Campaign from the Account screen the exit button correctly returns to the Account screen.
Also, it seems to have brought me back to campaign level one again. Would be nice to have a way to skip campaign levels I've already played. Also when I am in the "Select Campaign Level" screen which lists difficulty modes, the exit button does nothing.
Its simple, I have magic 7 and curses 5, I was able to unlock earthquake without a problem, but when I click on banish which has a lock on it, it does not do anything. When I hover over it it does not list a silver price. When I level curses to 7, and hover over Armageddon, it lists a silver price of 100000, and i can click on it and get the window asking me to purchase it (even though I do not have enough silver I am still shown the window, so it is not an issue of silver) . This simply does not work with banish.
When I start the second campaign level after winning the first, the map is full of graphical glitches of units from the first map, making it unplayable.
Fixed.