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I encounter AI error with newest version (this hot fix). I think i newer see this error before?

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southern mod:

Elven swords man has 2 def only, he is pathetically weak like in vanilla AoW, and do not serve the new purpose of wall unit (i now swordsman hp are low, but they are 4 def usually).

Elven swordsman do not benefit too much with 5 attack, because he die fast. Dunno if you have some special idea behind this 2 def, then maybe give them Parry?

Halfing swords man is 4 def AND parry - what ? Are hobbits some fearsome warrior nation in AoW?

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Seduce 4 attack, i believe it affect directly Res. Even if I have 2 Nymph vs 1 Goblin (1 res) I have hard time with convert. Its 80% or is there also some Defense check? Maybe I was unlucky.
Uh-oh. Can you upload the savegame so I can take a look at it? Ideally along with some more savegames from the preceding turns.
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Lagi_:
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And G:
This is caused by my Southern Mod, it's not AoW+
I ran into the same issue and it occurs with S&S ruleset regardless of AoW+ being used, and AOW+/TS136 is fine.

Basically you need to replace S&S ruleset with TS136 for the duration of the scenarios where this occurs.

Some rulesets throw up the 'TEndTurnTE' error sometimes, of which this is a more serious version. I had it occur to me too and couldn't figure out why it happens on some maps and not on others. It's definitely something to do with AI and unit abilities or city training lists, though. In my case, I was bug-free for the Goblin campaign missions, had the bug show up on turn 6-12 consistently for Orcs1 and Orcs2, but it didn't appear for Orcs3.

If you want to take a look at a savegame even though it's not caused by your project, that'd be nice though!
If you're feeling generous: https://www.dropbox.com/s/yx6ixemymrdz1t1/autosave.acg?dl=0

It occurs consistently on a given turn after reloads, and it doesn't actually need the ruleset installed at the time of reload to happen - thus proving that it's caused by something that gets stored in the save file, so either unit abilities or city training lists.

Probably the only way I can identify the cause is by gradually recreating my ruleset one batch of features at a time, and playing the scenario after each set of changed features to see when the bug starts showing up. It's odd that it consistently shows up in specific scenarios, on Turn 12 or so, and otherwise not at all.
Post edited June 21, 2020 by southern
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Lagi_: Elven swords man has 2 def only, he is pathetically weak like in vanilla AoW, and do not serve the new purpose of wall unit (i now swordsman hp are low, but they are 4 def usually).
I just failed to give him 4 DEF in the mod files, will fix that thanks

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Lagi_: Halfing swords man is 4 def AND parry - what ? Are hobbits some fearsome warrior nation in AoW?

Seduce 4 attack, i believe it affect directly Res. Even if I have 2 Nymph vs 1 Goblin (1 res) I have hard time with convert. Its 80% or is there also some Defense check? Maybe I was unlucky.
Halflings always had Parry, it's just much more impactful with higher DEF. Also I think all 'touch attacks' like Seduce check both DEF and RES.
yes, I'm using also this rules set:
http://aow.heavengames.com/downloads/showfile.php?fileid=1206
so if that's the case


anyway here is save:
http://www.mediafire.com/file/gl6rs7p9ugyf2o0/autosave.xsg/file
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southern: This is caused by my Southern Mod, it's not AoW+
I ran into the same issue and it occurs with S&S ruleset regardless of AoW+ being used, and AOW+/TS136 is fine.
I am relieved to hear this. Honestly the only way for me to attempt to fix such an error would have been to successively roll back byte edits that might be related to AI routines until the error no longer occurs. If you can consistently reproduce the bug then you should be able to figure out the cause by rolling back changes made to the HSS.
Yep, I will probably remake the mod from scratch, repeatedly testing it, to find this issue. It would be worth the effort because it occasionally shows up in other rulesets too, and because it'd be an opportunity to get rid of unecessary aspects of the mod.
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Lagi_:
Because I am a GENIUS, I have already figured out what was causing the problem. Thankfully the different parts of the mod are all in different .pfs files which made it easier to narrow down which changes were causing the problems.

When I deleted the Iron Dragon unit, I deleted it from the surface Builder's Guild recruitment list, but not from the cave version of the Builder's Guild. So there was an active recruitment slot - but without an actual unit, so the AI was trying to build a nonexistent unit.

I will have an update uploaded to the aowheaven link fixing this in a few hours
Edit: it's out, you just have to restart the map after installing the ruleset though.
Post edited June 21, 2020 by southern
Everyone else is going to disagree hard and say this idea is bad - but what do you think of making Wind Walking grant actual Flying, instead of just Floating? I know, it would be too strong - but it WOULD be very cool! And thematic!

Also, currently Wind Walking grants Floating+wallclimbing on the surface. In caves, it grants Floating, but not the ability to climb walls - however you can still initiate battles against walled structures using it, even if you normally couldn't (due to not having a way past the walls). This inconsistency between surface and cave is the same type of oversight I just had with my Ruleset, so it's nice to see the Devs had that too. It's not a serious issue but maybe you'll decide to make the spell consistent between cave and surface?
Post edited June 21, 2020 by southern
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southern: Everyone else is going to disagree hard and say this idea is bad - but what do you think of making Wind Walking grant actual Flying, instead of just Floating+underground wallclimbing? I know, it would be too strong - but it WOULD be very cool! And thematic!
I think it'd be better that way actually, but the casting cost/upkeep would have to keep it in check. As it stands, Wind Walking is generally a non-factor in choosing between Air and Earth. But again, upkeep would have to be massive and I think making it a level 4 spell at that point would be appropriate... likely switched with Watcher.
Flying Wind Walking would be bad for balance, but good for the breadth of game mechanics.
Edit: actually I agree with IniochReborn, maybe it wouldn't even be a balance issue. The spell is already more expansive than other enchantments, too
Post edited June 21, 2020 by southern
Not being castable on machines would go a long way. Flying level 4's wouldn't be much more unbalanced than Dragons already are. Leaders/Heroes are no longer one man armies and would often be weaker than a Red Dragon with similar enchantments. And paying massive upkeep on any other unit to allow it to fly, if weaker than a Dragon, doesn't seem like a gamebreaker. The upkeep would have to be well above that of a summoned dragon. And if it's a level 4 spell and uncastable on machines, I think that's enough to be balanced. At least in multiplayer.
Edited after a bit more consideration:

Agreed! Wind Walking as a Lvl4 spell with large upkeep = it would still be stronger than a Dragon type unit. That said, 2 (or more) summoned dragons (with supporting enchantments) jumping that leader (and you choosing auto combat)....or even getting too close to a hidden group of ballistas = could be a bad day for Mr. Flying Leader!

A flying hero/leader might be scary, but it would also mean you are putting your leader in on the front line...and in harms way. Possibly big rewards...but also possibly death!

ALSO, since you can no longer increase movement points to ridiculous levels = a wind walking leader/hero isn't omnipresent on the strategic map. Well, I guess YOU CAN increase the Leaders/Heroes speed...but it would be greatly weakened in exchange for that speed!

QUESTION for And G:

So Leaders will get a larger amount of starting skill points....my question is whether or not Heroes will also get this lvl1 extra skill points. Does the game engine allow you to give JUST the leader extra skill points at lvl1...or are heroes effected as well?
Post edited June 21, 2020 by Paradoxnrt
new mana income is superb. Slower research really make you appreciate each spell more.

node +5 (also leader), but Life Node is +50 (water, fire, all but normal)? it completely break the balance. Now I dont care about anything just to control the Life node.

"Enemy take 4 of my nodes? 4x5 = +20, whatever still has life node +50."

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edit:

unit production time

.........tier of units
city - 1 -- 2 -- 3 -- 4

1----- 2 --------------
2----- 1 -- 2 ---------
3----- 1 -- 2 --3 ----
4----- 1 -- 1 --2 -- 3

IMO change production time of tier 4, to 4 turn (from 3)
personally I would also like to keep tier 3 unit production time to 3

I think the ultimate units are train a little too fast (even if they expensive, need install, city upgrade)

.........tier of units
city - 1 -- 2 -- 3 -- 4

1----- 2 --------------
2----- 1 -- 2 ---------
3----- 1 -- 2 --3 ----
4----- 1 -- 1 --3 -- 4
Post edited June 21, 2020 by Lagi_
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Lagi_: node +5 (also leader), but Life Node is +50 ? it completely break the balance. Now I dont care about anything just to control the Life node.
Elemental nodes have a 5-10-25-50 progression depending on how many spheres you have. I could turn it into a 5-10-15-20 progression if it's too much but I wanted an additional incentive to pick 4 spheres.

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Paradoxnrt: So Leaders will get a larger amount of starting skill points....my question is whether or not Heroes will also get this lvl1 extra skill points. Does the game engine allow you to give JUST the leader extra skill points at lvl1...or are heroes effected as well?
Both. Currently, preset leaders/heroes can start out with negative SP since their stats and abilities are unchanged while SP per level has been decreased and SP cost for DEF and MP has been increased. This is not an actual issue since it just means that they will have to level up a couple of times before they get any SP to spend. By raising initial SP, those preset leaders/heroes would still have the same stats and abilities, but negative SP would be more rare.

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Paradoxnrt: Secondly, for the new morale/penalty system....if 'Okay' has penalties, how would that work with animals that you 'recruit'? .....would that mean that all animal units would suffer slight morale penalties?
On neutral terrain, all units that had Okay morale now have Good morale, and all units that had Good morale now have High morale. This includes non-race creatures.

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Alcedes1611: The primary problem with your ideas are that people don't want a campaign rework, they want a multiplayer rework (myself included). That's why you're seeing so many ideas that heavily conflict your own. That's also fine, though. Because if your dream is to reshape the campaign, then by all means!

However, my circle play on Emperor, and auto-combat only. It was the only way to balance things out for the A.I., and we also only play the scenario After The Fall. One of them tends to die a lot in crypts, while the other two of us tend to die a lot in 1/10 odds of winning a battle to level up our leader. We thoroughly enjoy the, "high risk, high reward", combat. Although, I still miss watching the A.I. spam cast Terror, it was scary..!
Most people play with leaders off precisely to avoid one bad roll ending the game early.

I realise that everyone would like better multiplayer balance. Unfortunately, everyone also has different ideas on what that actually means. In fact, even apart from multiplayer balance, opinions on how the game could be improved differ wildly. As I have pointed out elsewhere, AoW+ represents my vision for the game, and anyone is welcome to build their own HSS mod to go along with it.

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southern: Everyone else is going to disagree hard and say this idea is bad - but what do you think of making Wind Walking grant actual Flying, instead of just Floating? I know, it would be too strong - but it WOULD be very cool! And thematic!
Wind Walking did originally grant Flying, it was changed in one of the first patches because it was OP. It would be a huge hassle to revert that change.

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Several people in this thread have called for AoW+ to come with its own HSS mod. To illustrate why that would be a bad idea, here are some things I would definitely implement:
- Unit movement spells like Wind Walking would either be extremely expensive or removed completely.
- Basic units would have only 2 hexes vision, scouts/cavalry 3, structures 4, and only flying units more.
- Most ground units would have Concealment.
- Most cavalry units would have lower DEF than infantry.
- Leader/hero abilities would be strictly separated into abilities selectable at creation and abilities selectable at level-ups.
- Lore would take precedence over balance.