JetJaguar72

JetJaguar72

Joined Member # 2462559
11 Posts 17 Replies 14,146 Reputation

[quote who="dansiegel30" reply="1" id="3570867"] GalCiv3AIDefs.xml: 0.4 [/quote] How exactly does this work? Does it mean that the faction requesting peace has to have it's faction-power down to 40% of the enemy's faction-power? or is it a 4 to 1 power ratio (400% relative power ratio)? Thanks in advance.

4 Replies 8,650 Views

I'm really looking forward to the 1.5 Diplomacy update in December. I've always felt that diplomacy has usually been the Achilles' Heel of most 4X strategy games. Good diplomacy could really go a long way for immersion. Has there been any specific information given about how diplomacy will be changed with the release of this upcoming patch? Thanks in advance.

5 Replies 17,907 Views

I really like all of these ideas; but I'm running late, so I only have time to comment on one of them for now. 7) I think you should gain benevolent points for accepting a peace treaty while you are winning a war instead. If malevolent points could be gained by declining a peace offer, then proposing a peace treaty while losing a war (which is when you should propose peace) could empower a faction you're at war with. This wouldn't be real

2 Replies 3,831 Views

[quote who="Unknown_Hero" reply="12" id="3546908"] Frankly, I don't know why the game was designed this way, it just adds complications and more micromanagement to the game. The improvements built on the planet should be enough to decide what is the output of the planet, specialized world, mixed world, whatever. Is that it must be so complicated to play the game? Force the player "to do the math" for efficiency? "So, I have t

27 Replies 9,662 Views

Do you prefer to use the governing screen for your empire as a whole? or do you prefer to the governing screen for each planet? It seems like that using it for each planet could become difficult and micro-intensive. What do you think? Thanks in advance.

6 Replies 21,848 Views

[quote who="davrovana" reply="5" id="3523984"] Quoting JetJaguar72, reply 4 I was wondering: Is it possible to give the AI the ability to scout additional tiles (like the scout ability, but more than just +1 sight) as an alternative to giving the AI the fow cheat? Is this possible to mod in? <b

7 Replies 29,682 Views

[quote who="Primal_Savage" reply="1" id="3516445"] I haven't seen an AI Sovereign surrender to another AI Sovereign. I also haven't seen an AI Sovereign sign a peace treaty with another AI Sovereign. Could be related, right? _________________________ LH Mods by Primal XtraDeconstruct

4 Replies 10,260 Views

[quote who="Primal_Savage" reply="3" id="3523048"] Quoting JetJaguar72, reply 2 In that case I'll definitely turn off FoW for the AI. Is there any other possible way to stop the AI from sending armies of Pioneers around the map? Yeah, you need to let them cheat a bit if you want

7 Replies 29,682 Views

Reading through the treaties.xml file, I noticed that the minimum relations for a non-aggression treaty (and most other treaties) is "unfriendly." Prior to my last game, I hadn't played in about a year and I thought the minimum use to be "cool" (one step more positive than unfriendly). Has this changed? I ask because, in my last game, I found it far too easy to get non-aggression treaties. It made it very easy not to worry about getting attacked for a

1 Replies 8,941 Views

[quote who="Primal_Savage" reply="1" id="3522875"] I'm fairly convinced that turning off the Fog of War (FoW) will put the AI at a disadvantage. The less the AI has to think the more likely it is to succeed and having to think about scouting might make matters worse. Also, the AI will NOT cast Ineluctable Vision, so contrary to players, it will never have a full view of the map without the FoW Cheat. On the other hand, there's always the possibility that without FoW Cheat i

7 Replies 29,682 Views

[quote who="Primal_Savage" reply="1" id="3522876"] In XtraDeconstruct, Invitation Scrolls - which are used to force AI in predetermined Paths - are distributed as follow: Carrodus: Commander Ceresa: Mage Irane: Assassin Karavox: Commander Kulan: Assassin Magnar: Mage Markin: Defender Procipinee: Mage Relias: Warrior<

3 Replies 15,255 Views

[quote who="mqpiffle" reply="3" id="3522427"] I personally use and recommend abob's Demons and Wizards . But here is a fairly complete list of all of the available mods for LH, with concise descriptions. forums.elementalgame.com/446461/ [/quote] Do you still use the mod that fixes the AI behavior for The Dead? or have they patched that in? Thanks in

7 Replies 18,751 Views

What are your thoughts on how removing fog or war helps the AI? ( 1 ) I'm creating my own custom difficulty setting and I'm torn between using it/not using it. also: does the AI now consider hit points for power rating? I'm trying to decide how much of a bonus to hit points I should give them. Thanks in advance.

7 Replies 29,682 Views

[quote who="mqpiffle" reply="1" id="3522214"] 1) CoreRaceConfigs 2) No 3) I have made a mod which assigns standardized faction colors (and city names) to all of the DLC 5 sovereigns. Maybe this is what you're looking for? https://forums.elementalgame.com/455223/page/1/#3473941 [/quote] Thank you very much! Your mod looks essential. I'll use it every game from

7 Replies 18,751 Views

What do you think is the best route for Sanjo? Mage helps cancel-out the tactical spell penalty; but it certainly has no synergy with it. What do you suggest? Thanks in advance.

0 Replies 7,409 Views

I'm starting to play FE:LH again for the first time in 15 months. How has the game changed since then? More specifically: - how much has the AI improved? - has diplomacy improved? how is it different than before? - what would you say have been the most significant changes? Thanks in advance.

2 Replies 15,610 Views