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Thanks for feedback. We have diversified the AI behaviour a little more in this build (fort construction, raiding, etc) so this might affect how aggressive it feels. We're also continually balancing how much the AI should go after the "best" targets (often other AIs) versus going after the player. If you want to send me your save game (rob@longbowgames.com) I'd be interested in checking out the AIs decisions in your particular case.
this may be bit off-topic in this thread because it's from current official build, but nevertheless, if it's not yet addressed:
-Occasionally, ai will capture some camp to which it has limited to no supply lines. It will make fort and put strong garrisson in there. Eventually units in fort run out of food, and after some time AI seems to disband the units there, as far as I can see, later sends more units, which will run out of food and get disbanded, etc.
Now, above is major problem considering unit upgrades (I assume those are lost). I am not sure it gets recruits back either.
As for aggresiveness, I have observed mostly passive AI even after manually setting each and every faction to aggressive, in sense that there doesn't seem to be much going on before player gets anywhere, very few experienced units around (playing as nervii I checked England after ~7200 days, and have seen maybe one unit with experience, and all the factions more or less as they started (but observed one city being taken when my ship waas near). Which makes me wonder if there is not something bad in AI handling of various situations (i.e. disbanding veteran units). AI also don't seem to be doing optimal choices regarding selecting units - Dumnoni had about three spearmen as far as I could see but those were garrisoned far from border while fight was going on with bunch of skirmishers clashing again and again (yet no experienced units seen there).
I have even started new game on expert as Remi. AI seems to be sometimes doing very neat actions (i.e. sending few units to unfortified city in my territory and I had some awesome fighting for the river lines to the south however AI seems to be all too often going to limbo, and I haven't seen it deploy siege equipment once.
I wonder if one of the problems may be that ai is spending too much manpower on workers (I don't think I have seen it capturing my defeated units, they seem to kill my men when I lose a fight occasionally ).
Another thing that AI seems to suffer with is food management - I seem to always have tons, but I have seen e.g. suebi cities having out of food icon pretty much along the whole river border. Also maybe there were too many routes. Thinking about that, suebi especially should not have such problem - could there be some bug doing this, or is AI too optimistic about food?
I will try beta mentioned in the original post.
-feels like quite a different game(this time played santones), and skirmishers have something to do in late game with ambushes(in which they are much better than heavy spearmen, and outclass them there. Unit that profits most is archers, because it is quite likely for it to benefit from pretty much whole period of ambush (whereas for spearmen it's almost impossible to benefit unless enemy runs into them).
Some bugs observed:
Game feels laggy - especially zoomed out, when there are units moving. Perhaps more accurate is to say game feels randomly changing speed occasionally (time 2x, time 0.5x).
I was surprised to see veteran AI units, although sadly found out they are not veterans but mercenaries.
Not sure if I just haven't noticed before or something changed, however AI will use mercenaries in the cities under attack. This feels bit gamey although it does give much more fun and challenge to siege battles.
AI feels more aggressive (arveni had multiple cities taken already by the time I got to them, but not if there are fortifications - it will resort to trying to cap unfortiffied cities/forts and lay waste to farms, but I have yet to see coordinated attack on walled city. Actually it seems AI will cancel any attack on city if it even has any hint of wall - I noticed lone unit marching on my unfortified capital and hit the fortify button just few seconds before it would reach it - and AI turned away to go looting, aven if the wall was just starting to be build and I had no unit there,
AI seems still not to use it's starting general.
Supply system felt more challenging - seems that costs/percentages were raised, unless it's so different from northern part of map.
As someone wrote in another thread, projectiles are sometimes missing (actually slingers seems not to run animation most of the time, and if they run animation projectiles won't show).
1) without siege tovers (which I think were not used but can't say with 100% certainty as it wasn't in my sights most of time)
2) without ballistas (haven't seen neither them nor siege towers by AI yet)
3) with additional help from mercenaries
AI is having hard time overcoming it (ie it failed, although it made my next attack all that easier (even so I had to switch siege towers as first was getting killed halfway through).
EDIT:
Even if units are hidden, they still get shot at by garrissons - combined with missing projectiles bug this can create some unexpected results.
And regarding sieges, ai is often out of manpower, so maybe the problem is it is exhausting itself in not so effective raids and then doesn't have strength to mount an actual attack (and teaching it to "cheat", i.e. to supply manpower by moving workers from other kindred cities may be of big help, unless they are out of manpwer too...).
Regarding AI handling of it's units and not really developing veterans - it may be worth considering to rework mechanics a bit, in sense that units would be tracked globally (not per city) and even if it's home city gets lost ai would recover that unit (with all the officers and spare experience) in another city instead of just building new one. Or at very least make ai not to optimize its situation by disbanding veteran units regardless of what's going on.
EDIT2:
it seems sometimes not all experience for kill is assigned. This seems to be especially case for kills in initial charge, at least as far as the XP gain shown on screen is concerned, and if there is charge to back of unit that is engaged with another unit, xp for kill from the charge seems to go to other unit. At least it feels/seems like that.
As for ambush system, you wrote that ambush stats can be improved with officers, but I haven't seen any hint of information which officers those would be in-game. For that matter, it would be nice to have some general overview over what all levels of all kinds of officers do exactly, prefferably in one place.
Also related to this, I wonder how garrisoned generals (governors) work, if they do, and what effect they have, if it's already there and not work in progress.
I hope it's clear from my posts that I'm not trying to criticize but that I like the game and I'm trying to give what I hope could be used as useful feedback.
One other thing I wondered about - right now there seems to be not really any difference between Gauls, Britons and Germans, apart from graphics. Have I missed something, or is this something to look at some point in future, or is this intentional, please?
Save games are in your Windows user folder under 'Saved Games/Hegemony Rome' We've got a little more info on finding on our support page: http://www.longbowgames.com/support/#savedgames
Well maybe I will have to try and play this again! =)