Search found 424 matches
- Mon Mar 27, 2023 5:06 pm
- Forum: Pandora : Modders Corner
- Topic: Secundus' Factions Mod v1.6
- Replies: 13
- Views: 2577
Re: Secundus' Factions mod
Have you checked whether the AI is aware of the Atreides' desert-farming-bonus? (Basically: Do they build farms on desert tiles or not?)
- Tue Nov 06, 2018 3:23 pm
- Forum: Warhammer 40,000: Gladius - Relics of War
- Topic: AI units are too easy to lure away
- Replies: 1
- Views: 1407
Re: AI units are too easy to lure away
This should be fixed in 1.1.2.
In the previous version AI would only consider how close a potential target is from the center of their army.
In 1.1.2 they should now first look at targets closer to their biggest city and only if none are closer to their city will look at targets near their army.
In the previous version AI would only consider how close a potential target is from the center of their army.
In 1.1.2 they should now first look at targets closer to their biggest city and only if none are closer to their city will look at targets near their army.
- Sat Sep 22, 2018 8:13 am
- Forum: Warhammer 40,000: Gladius - Relics of War
- Topic: Serious AI Bugs
- Replies: 9
- Views: 4850
Re: Serious AI Bugs
If the human player gives himself the same resource-advantage as the high difficulty-levels provide to the AI, he can just do the same thing.
- Sat Sep 15, 2018 10:02 pm
- Forum: Warhammer 40,000: Gladius - Relics of War
- Topic: Serious AI Bugs
- Replies: 9
- Views: 4850
Re: Serious AI Bugs
This is what the highest-difficulty now looks like to me.
Take into consideration that this is turn 66.
- Sun Sep 02, 2018 7:00 pm
- Forum: Warhammer 40,000: Gladius - Relics of War
- Topic: Serious AI Bugs
- Replies: 9
- Views: 4850
Re: Serious AI Bugs
Definitely not unit-capped anymore! 

- Thu Aug 30, 2018 1:52 pm
- Forum: Warhammer 40,000: Gladius - Relics of War
- Topic: Serious AI Bugs
- Replies: 9
- Views: 4850
Re: Serious AI Bugs
Your theory for 1) is incorrect. The true reason is the following: The AI runs several cycles and in each cycle they consider all possible options. Using abilities, moving somewhere, attacking something and healing (including retreating when they are threatened). Now the problem is that when they ha...
- Tue Aug 28, 2018 9:17 am
- Forum: Warhammer 40,000: Gladius - Relics of War
- Topic: Serious AI Bugs
- Replies: 9
- Views: 4850
Re: Serious AI Bugs
When looking at that screenshot, I might want to take a look at how my changes impacted tech-selection. I was not really aware but it seems like a lot of unit-types, especially heros, were skipped. The scores for those probably still scale with the amount of existing units in that category. So a sim...
- Mon Aug 27, 2018 11:39 pm
- Forum: Warhammer 40,000: Gladius - Relics of War
- Topic: Serious AI Bugs
- Replies: 9
- Views: 4850
Re: Serious AI Bugs
In my local build issues 2) and 3) are fixed. Issue 5) should be a lot rarer aswell. Those three issues were all intertwined and while there's still a lot of potential for improvement, it's looking somewhat good in the economy-management department. I'll revisit it once the other issues start lookin...
- Wed Aug 22, 2018 8:13 am
- Forum: Warhammer 40,000: Gladius - Relics of War: Tech Support
- Topic: [Bug] [1.0.9] AI stops producing with no reason
- Replies: 2
- Views: 2115
Re: [Bug] [1.0.9] AI stops producing with no reason
I now know the reasons for that but the solution is not as simple as one might think. I think the mechanisms behind deciding if and what to build should be changed on a rather fundamental level. It goes pretty deeply because the whole resource-management is linked to it and just changing one thing c...
- Tue Aug 21, 2018 12:38 pm
- Forum: Warhammer 40,000: Gladius - Relics of War
- Topic: Kastelan Robots - any weaknesses?
- Replies: 6
- Views: 4574
Re: Kastelan Robots - any weaknesses?
Well... the things you tried to use were correct. Their weakness are units with high-armor and high single-target-damage so using Leman Russ and Heavy Weapon-Squads was correct. Also both units can outrange them. I guess you just didn't have enough. HW-squads should be the more cost-efficient unit i...
- Sun Aug 19, 2018 10:12 am
- Forum: Warhammer 40,000: Gladius - Relics of War: Tech Support
- Topic: [Bug] [1.0.9] AI stops producing with no reason
- Replies: 2
- Views: 2115
Re: [Bug] [1.0.9] AI stops producing with no reason
It might be space-marine-specific.
The Orc and Necron were still happily building everywhere. The space-marines, once again built nothing after the end.
And this time they even placed 4 Fortresses at the same location.
The Orc and Necron were still happily building everywhere. The space-marines, once again built nothing after the end.
And this time they even placed 4 Fortresses at the same location.
- Sat Aug 18, 2018 8:44 am
- Forum: Warhammer 40,000: Gladius - Relics of War: Tech Support
- Topic: [Bug] [1.0.9] AI stops producing with no reason
- Replies: 2
- Views: 2115
[Bug] [1.0.9] AI stops producing with no reason
20180818102627_1.jpg Seen after clicking Play more turns after losing the game. The green AI (Space-Marine) doesn't build anything in their city despite having a lot of resources and absolutely no plausible reason for it's behavior. They still move their untis. Another thing to maybe look into is w...
- Mon Aug 06, 2018 6:48 pm
- Forum: Warhammer 40,000: Gladius - Relics of War: Modding
- Topic: [Mod release] New parameters: Gigantic Size, Chaos difficulty, coop rectangular maps, density, 1-week timers, +++
- Replies: 13
- Views: 6623
Re: [Mod release 1.07+] New parameters: Gigantic Size, Chaos difficulty, coop rectangular maps, density, 1-week timers,
How are difficulty-levels above Impossible supposed to work?
As far as I know there's a hard-cap ingame that makes Loyalty above 50 work as if it was 50. So it only shall add slightly loyalty by not letting it drop below.
As far as I know there's a hard-cap ingame that makes Loyalty above 50 work as if it was 50. So it only shall add slightly loyalty by not letting it drop below.
- Wed Aug 01, 2018 11:15 am
- Forum: Warhammer 40,000: Gladius - Relics of War
- Topic: Serious AI Bugs
- Replies: 9
- Views: 4850
Re: Serious AI Bugs
I agree that as of now for a somewhat experienced player who know's what they are doing, the default-game-mode, FFA, is basically unloseable regardless of difficulty because of the many shortcomings of the AI. It didn't seem so bad when I first started but the more I know about the game the worse th...
- Mon Jul 30, 2018 8:40 pm
- Forum: Warhammer 40,000: Gladius - Relics of War: Suggestions
- Topic: Warning before firing with a unit that is cursed with "Get's Hot"
- Replies: 0
- Views: 1354
Warning before firing with a unit that is cursed with "Get's Hot"
I just almost killed my own Monolith when firing while it was under the impact of "Get's Hot". Currently the only way to figure out that you have this curse is to hover over the weapon-icon and see the debuff. When you didn't notice being cursed, this might very easily slip your attention....
- Mon Jul 30, 2018 8:13 pm
- Forum: Warhammer 40,000: Gladius - Relics of War: Suggestions
- Topic: Spelldamage Preview
- Replies: 1
- Views: 1631
Spelldamage Preview
For units with different spells suited to deal with different types of enemies it can be a pain to compare the damage preview of all the spells. For example for a C'Than you have 3 spells and the normal attack (when in range) to compare. This requires a lot of time and clicking. Basically 6 clicks j...
- Sat Jul 28, 2018 11:37 am
- Forum: Warhammer 40,000: Gladius - Relics of War: Tech Support
- Topic: [Bug] Always considered ready
- Replies: 1
- Views: 1474
[Bug] Always considered ready
I joined an ongoing multiplayer-game to replace an AI. But I then had the issue that my turn was always considered finished as soon as I moved my first unit. And while I could still order my units around and select things to build, I would not get any reminders and would have to keep track of everyt...
- Sat Jul 28, 2018 9:56 am
- Forum: Warhammer 40,000: Gladius - Relics of War: Tech Support
- Topic: [Fixed] Production overflow doesn't work
- Replies: 0
- Views: 1060
[Fixed] Production overflow doesn't work
I've read about this before on the steam-forums but I've never seen it directly reported as a bug. Also I needed to make sure it is actually the case by testing it myself as I didn't want to make an unfounded claim. I tested with Astra-Militarum and the "Inspired Training"-Edict. Cost of a...
- Fri Jul 27, 2018 11:09 pm
- Forum: Warhammer 40,000: Gladius - Relics of War: Tech Support
- Topic: [Bug (Minor)] Researchslider doesn't reset
- Replies: 0
- Views: 1031
[Bug (Minor)] Researchslider doesn't reset
When you start a new game without closing and reopening the game and want to research your first tech, the research is still scrolled to the tier where you were in the game before.
- Fri Jul 27, 2018 11:03 pm
- Forum: Warhammer 40,000: Gladius - Relics of War: Tech Support
- Topic: [Bug] Turn doesn't end until timer despite everyone finshed
- Replies: 0
- Views: 914
[Bug] Turn doesn't end until timer despite everyone finshed
Luckily that issue only lasted 2 turns after that it fixed itseld.
But on the bad side: the game later crashed for the host so it was gameover for everyone.
But on the bad side: the game later crashed for the host so it was gameover for everyone.
