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Haven't said a single word against what you wrote. I don't mind them to do it, although i would also appreciate to know which faction did it.
For breaking alliances/making war - I would really like to use that , but they are insanely expensive and I play with rifts off. Also it is a preview of sort how this gonna work in IE without rifts - too expensive. Rather use long cooldown than this- like clan eshin perhaps.
Don't know how much you have played that but we certainly do have very different experience.
I have 2500 hours in TW2. The new "get the ♥♥♥♥ off my lawn" button was implemented exactly because of this. The AI was braindead, suicidal, and would drag you down diplomatically with their stupidity. And it still kinda is, but now we have a button for it.
Can't remember a single time where a faction I had at least 1 pact with and + relationships did that.
You had to be very bad neighbour and let wrong guys alive.
Idk, did you ever play as Arkhan? You started out with a NaP with beastmen in your territory, which was scripted to have been created on that turn as well, meaning you would not be able to cancel it without diplomatic penalties for 10 turns, and the beastmen would be raiding you from the get-go pretty much.
Does a rogue army spawn in the middle of your vast empire? Immediately going to raid you, and if possible, take a settlement from you.
Neutral army that wants money or to prevent attrition by raiding you, despite you being many times more powerful? Sure thing, all the time.
I think it was border princes and I was playing Gelt but this was a while ago and I don't remember the exact factions. What I do remember it that within 2 turns of establishing non-aggression or trade deals they decided to start raiding me.
This meant that I had 8-9 turns of cooldown before I could even cancel the pact I just made without penalty.
It definitely was a thing that happened in game 2.
You are giving really bad example though. Never had a problem with beastmen raiding me as Arkhan but their corruption was a problem. Sometimes it took fairly long before Brets took them out. But they usually bounced to Baron Thegan who killed them in my games.
As for rogues, yes they had always different AI setting- more like guerilla anti goliath because you already started with penalty for being big.
My very original concern in context of this was, that most of settled factions weaker than a player with pacts in place and good relations didn't do that. Excluding rogues, beastmen and Norsca primates. There were some power distinction in which they didn't dare to cause aggression which would lead to - diplo. points.
Switch settlement doesn't cause that so it isn't even counted as aggression, which I don't agree with and imo could use a change.
It was an excellent example, just because it doesn't agree with your perception, does not make it any less of an excellent example.
I can't count the amount of times that I have seen the AI raid through my territories.
They absolutely did, so acting as if it was non-existing is kidding yourself.
See, if Tzeentch factions swap your settlement as a player, most players respond immediately by declaring war on Tzeentch and then pummel them into oblivion - there's their consequence and if you swap their settlements often times you feel the consequence by meeting a faction that absolutely loathes you. There's your consequence.
Would it be nice if there were diplomatic consequences. I mean I guess so, but the AI don't give a flying duck about diplomatic consequences, so it wouldn't matter. It'd only be a penalty to players.
Don't see for what it was perfect example. Because I was talking first and foremost about transferring settlement and about AI certainly do care about diplomatic relations(which this mechanic isn't affected by) with way stronger faction, with exception of braindead suicidal races which are preset to behave like that.
He started about some new mechanic allowing player to expell raiders and trespassers. Again - I have 3500hours in and remember, that factions which care about good diplomacy with you(put in a race yourselve) do neither of those.(OK trespassing was a bit too much for AI sometimes to get, especially when they pursued top priority target for them)
Dunno what to tell you, man. I´ve had quite a few experiences with all kinds of other factions, evil, good, chaotic, orderly, friendly, neutral, hostile, and any and all of them would raid me when they felt like it despite my strength ranking being way above theirs. Even those that should be prevented from doing so diplomatically (it does lower your reliability rating, but the AI does not give a crap).
the good news is that there is already a mod out to disable them.