Comments (7)
Strange, I didn't change anything in the AI. I'll check it out.
from wyrmsun.
There was an issue with the AI in Gathering Materials; in Northwards to the Sea I didn't get any issues, though.
In the Hills of the Shorbear Clan quest, the AI is meant to be slow to develop (because each of the enemy players start with one worker while you start with five), since you have two enemies and one of them starts with a fully-built settlement (the Shorbear Clan having many towers with scouts in them). There were two things which were causing the AI to be slower than it should, though: there was a random chance that the Shinsplitter gold deposit was generated in a position that left the workers "locked in" in a space bounded by trees, their mead hall, and the gold deposit. This has been fixed now. Another thing is that workers were preferring to gather gold rocks which were somewhat near their base (but still outside it) than building the gold mine on their gold deposit, and this was making the time they needed to gather resources take longer if the gold rocks were generated in a position that was close enough. I've also fixed this issue so that now the workers make an additional pass checking for very close resources (16-tile radius) before checking for the somewhat close resources (32-tile radius).
Thanks for informing me of this issue :) I released a patch (1.8.3) incorporating the changes I noted.
from wyrmsun.
Northwards to the Sea
Yeah, I was just a bit untrained when I first played this one but it's ok for one of the firsts missions.
Gathering Materials
This one could be easily rushed by running over the enemy with every moving units (including workers) available at first and then let the computer mine coal unattended: not fun.
Shorbear Clan
Yeah, but once all worker are killed, a balista was almost enough to win the game
Will try again. 😄 & have my 12-years old daughter try i tou too.
from wyrmsun.
copper to sometimes be generated instead of gold for the Gathering Materials quest.
Yup, that was a pain & why I choosed to rush enemy.
from wyrmsun.
This one could be easily rushed by running over the enemy with every moving units (including workers) available at first and then let the computer mine coal unattended: not fun.
That's a good point. It shouldn't be so easy to destroy the goblin settlements by rushing. I've added three spearmen and two archers for each goblin settlement in normal difficulty (these are used only defensively), with more of them in the higher difficulties.
Yeah, but once all worker are killed, a balista was almost enough to win the game
Will try again. 😄 & have my 12-years old daughter try i tou too.
I see what you mean - with the settlement's main defense being the towers and with not many starting units, the player would easily demolish it with a ballista if the Shinsplitters' attacks are deflected. I've added some defensive-only melee troops for the Shorbears defending each tower to prevent that from happening.
(these changes will be in the next patch, which will be released tomorrow)
from wyrmsun.
Gathering Materials
Now the two enemies fight each other ;-) I don't know if that's what expected, but that's fun.
from wyrmsun.
fixed
from wyrmsun.
Related Issues (20)
- Unused/phased out Wyrmsun assets? HOT 4
- Inexhaustible rock deposits? HOT 1
- Cannot select anything on the map after winning singleplayer scenario HOT 4
- Music sometimes stutters during play HOT 3
- Selectable item groups in map editor? HOT 2
- [5.3.3] Dungeon door glitches HOT 7
- Ally AI inactive in The Battle of Magetobria?
- [5.3.4] Menu (F10) becomes not accessible in the editor HOT 2
- [5.3.4] Screen capture duplicates the first screenshot HOT 3
- Possibly useful public domain sound effects from OGA HOT 2
- Clutter of similar type objects in random maps HOT 9
- [5.3.4] Heroes healed to full health when loading a saved game HOT 1
- [5.3.4] The First Dwarves generates underground as part of the overworld HOT 3
- [5.3.4] Skirmish AI has trouble locating far ore mines HOT 2
- [5.3.4] Goblin Mason's Shop uses the wrong frame for incomplete construction HOT 1
- Units level up too slowly HOT 3
- crash Artix latest HOT 5
- Faction Differentiation Improvements
- Compiling Older Versions of Wyrmsun
- Can Affixes work as Conditions for Item Variations? Edit: Now they will HOT 2
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