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hadberz

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I posted in another thread that the AI captured three of my cities. One being a neutral city I had captured, the other two cities I created with settlers. The AI army clearly outmatches my army. He has more units and more perks per units. The game is set on impossible. I didn’t take any screenshots of this; I really wish I had.

Anyways the AI stopped his invasion short of my capital city. I have no idea why, but I suspect he decided to finish off King Rratt. King Rratt died a few turns later. So I summon some imps to get a view of my former city Snakegate. The AI only has one mage tower and unit guarding the city. I attack with warriors, archers and few ships. The AI only sends a few units to defend. In other games the AI would mount a big time defense. Snakegate falls after a few turns of battle, and still no sign of a counterattack. I did take a pic after I took Snakegate. New Garuta was also one of my cities.

first.JPG

A couple of turns pass and then the AI launches the counterattack. The units appear out of nowhere like they just spawned, but I noticed a few of them have lower hit points. I believe that the AI teleported them from some other battle. If the AI was cheating and spawning units you'd think they would spawn at full health. They also had anywhere from 5 to 9 perks, depending on the unit.

second.JPG

Things are not looking good for Snakegate.

Third.JPG

Snakegate falls; the AI probes my capital defenses. They also try to invade my island before attacking my capital, but I repeal that attack. (sorry I forgot to take pics of the island invasion)

fourth.JPG

The AI decides carpet-bombing is in order.

5th.JPG

The invasion begins.

6th.JPG

I’ve never seen the AI behave this way. I’m either having some really great luck with the AI or the patch has improved the AI ability to invade. To be continued.
 

Gaizokubanou

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You also mentioned that you tweaked your game's AI... IDK how you did that, but that must've played a big role because my game's AI is still pretty passive. All I have to do is move in 2 tiles into my border and it just retreats everything back for no reason (I checked the AI's city after I conquered it... it was on a peninsular with me as the only border).
 

Gaizokubanou

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If that was asking me, it was on hardest difficulty which I think is called impossible? I started a war against single city of monster kingdom ruled by that two headed dragon dude around turn 45. First turn of war he casts thunderstorm and kills everything I had except for two skeleton warriors. I pull back then bam, he pulls his 7 units back into his border, let me rebuild my whole army, and I eventually win after I mustered up 4 warriors, 2 archers and 3 flying ship thingies.
 

Zghuk

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That patch brought much fun there ;)

There is no more diplomacy, there is only war. In my recent game I am in war all the time, everyone is attacking me constantly... it's just total war ;D
 

unmerged(488322)

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Eh, I'm often in total war, usually with all AIs, shortly after discovering them before and after the patch. The AIs will demand gold they're surely not getting and declare for no reason with no units. It's kind of stupid/broken. Occasionally the offer non agression and alliances though. But mostly they're like, you have 20 cities, I have 2, give me 2000 gold or it's war....YEAH! Sigh.

In my game started today one AI is wailing on another and attacked 2 of my cities at once at the same time and even destroyed a tower. First time I've ever been remotely concerned about an AI.
 

unmerged(448915)

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Yeah straight after patching the nearest enemy I was at war with sent about 8 units ( mainly mages), at one of my cities with a firestorm thrown in as well. They took that but after sending troops from my other cities and retaking it I easily took their nearest city and they had nothing to defend their capital with. Maybe the ai is too aggressive now?
 

Rhaegor

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Prior to the patch I had the AI mounting good attacks again me. The one thing I saw that was buggy was that a mountain range was north of one of my cities and you had to go quite a ways to the west and south to get to a passable area. The AI had about 7 armies on the northern side of the mountain range just sitting there. It seemed like it did not know to go around the mountains with those units, but it had other units doing it fine.
 

hadberz

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Guards shout as the armies clash. Enemy ships are spotted in the channel. Is this to be a sea bombardment?



The enemy manages to break the line by the sea. My scouts spot ghost wolves; things are not looking good. I receive reports that troop transports are spotted heading to the northern isle.



Indeed they do have plans for the isle, but my forces are prepared.



My archers watching the southern pass are surprised and wiped out. That beast won’t last long.



The AI has made a strategic blunder by splitting its force to attack the northern isle. My archers are laying waste to his troop transports. Meltberg line is holding.



The situation turns for the worst as more enemy troops attack from the south.



For the first time my generals consider abandoning the capital for the northern isle. That is out of the question.



My men are rallied after a stirring speech. The battle of Meltberg is the bloodiest of to date. My troops are slaughtered and the city takes much damage.



When it seems certain that defeat is near the enemy does something unexpected, and launches an invasion of the northern isle. (I have no clue why the AI does this; it was doing so well.)



The tides of war change again. The AI invasion has failed. What could the enemy be thinking?



Meltberg is safe. The enemy fleet destroyed. I watch as they begin to retreat, but how long do I have before they attack again.



The AI could have killed me. Why it choose to invade the island I don't know. What I do know is this was damn fun. I don't expect to win this game with just three cities, but we'll see. :) I am more interested in how the AI works. I hope it attacks again.
 

unmerged(485924)

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I think I have figured out a flaw in the AI priorities; the AI is looking to destroy units, but is not really looking to capture cities, when it does it is more by accident than design. The reason the AI didn't push on meltburg is because it wasn't really going after Meltberg, it was only going after the units around it. When the AI wiped the units around Meltberg it looked to attack the next bunch of units which were on the isle to the north.

The AI should be programmed to go after cities, with the destruction of units being a means to that end; instead it seems the AI is programmed to destroy units, with the capture of cities being an occasional result (but not always - that is why it leaves sometimes when it seems it has won; once it beats your units it prioritizes the next group of units to kill, often leaving alone a now undefended city.
 

Filena

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Today i started a game where only land on impossible with 5cpu.


- Was on top borded

- After turn 40 have build/conquest 6town, on west one cpu and one on south side, and 2 portal for otherworld on east.

- south cpu started war at turn 42, and puched me back hard losing 2 city then took this back

- turn 76 west cpu atked me but i managed to push back but was like very weak atk

- turn 83 south cpu launched again a mass atk and toke me again a city :eek:

- then all have gone wrong, 4 big elemantal have roam to my east borded and have take me one city :rofl:

- i managed to keep 5 city with hard time and could not move advance anymore on any side, then at turn 143 south cpu started cast Unify

- 20 turn later game over :eek:o

----------------------------------------------

South cpu was atking 3 city and was not alway aiming for same one and was switching make me losing time to move troupe to a city to a other, even launched 2 attack on 2 city in same time.

I think the A.I. have improved but on map with waterd mountain this can bug not find path for make good atk.

I am try'ing a second game with same setting to see what this give, but i really enjoyed this game ! before patch i could win my 2 game without worry on hard setting.
 

VRBones

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The AI could have killed me. Why it choose to invade the island I don't know. What I do know is this was damn fun.

Regardless of whether it intentionally took the foot off the throat or not, if it's fun the AI "wins" the metagame for your attention. If I were scripting it, the next attack would be lethal for that final fight-to-the-death euphoria so you play again.
 

Astasia

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The units appear out of nowhere like they just spawned, but I noticed a few of them have lower hit points. I believe that the AI teleported them from some other battle. If the AI was cheating and spawning units you'd think they would spawn at full health. They also had anywhere from 5 to 9 perks, depending on the unit.

The game doesn't currently have any way of showing a unit walking into view from the fog, so they just appear to teleport into view. It's kind of annoying since you have no idea which direction they came from sometimes, but I've started spamming mouse clicks between turns anyway.
 

hadberz

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The AI never again conducted a major invasion. Sure I had one or two enemy units show up to harass me. He won by using the Unity spell. The monsters are what really screwed me in this game. I just couldn't expand fast enough. Next game will be set to challenging. I really wish we had modding tools. I think ships are too weak; I was one hit killing some of them. They should withstand at least three or four hits. All in all this was a great battle.
 

Astasia

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There aren't any ships in your screenshots. Transport cogs are supposed to be really weak, and I don't think they should have any attack at all to prevent the AI from trying to use valuable land units as a navy. If you mean actual ships not shown in said screens, then I would agree they need a lot of boosting. I think everything in the water should be boosted like 5 fold, ships and aquatic monsters alike, so even waterwalking units would have something to fear when venturing out to sea, but a real seafaring vessel should be able to handle it. (Sea Serpents would probably have to lose their ranged attack if that happened.)