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[eMOD] Brad's private Custom FE BUILDS

[eMOD] Brad's private Custom FE BUILDS

Straight from the Frog's computer

Greetings!

This post will occasionally be updated with whatever private build I have on my PC.  It's not an official build. Save a backup of your EXE.

 

FE: v1.05FROG (12/6/2012)

+ All code-based (as opposed to XML) based improvements listed for the unreleased 1.1 PLUS

+ Massive AI improvements


-->https://dl.dropbox.com/u/8051911/FE-105frog.zip

 

78,570 views 48 replies | Pinned
Reply #26 Top

Thanks!

(It'd still be nice if it was official, tho! ;-) )

 

Reply #28 Top

I haven't noticed this before so I wonder if it was a stealth change in this version. Apparently when I recruit champions from the same race as my sovereign, their gildar recruiting cost goes down 50%. Or was that put in an earlier patch?

Reply #29 Top

Nice find.  Didn't know that.

Reply #30 Top

Quoting Heavenfall, reply 28
I haven't noticed this before so I wonder if it was a stealth change in this version. Apparently when I recruit champions from the same race as my sovereign, their gildar recruiting cost goes down 50%. Or was that put in an earlier patch?

I was actually just going through the Elemental Defs file and noticed the entry for this I'm using 1.02 though.

Reply #31 Top

Quoting Heavenfall, reply 28
I haven't noticed this before so I wonder if it was a stealth change in this version. Apparently when I recruit champions from the same race as my sovereign, their gildar recruiting cost goes down 50%. Or was that put in an earlier patch?

I've noticed this in the beta. Although it wasn't that large of a difference.

Reply #32 Top

Quoting Heavenfall, reply 18
Frogboy you've broken the Ctrl+I cheat in this build. Please fix before release, I depend on it for testing my items.

This isn't quite as easy as pressing tvvo keys, but I've been editing my custom sovereigns to add custom items... That's pretty easy to do. Easy to cut and paste to nevv sovs or champions once you have a list made.

Reply #33 Top

Updated

Reply #34 Top

Thanks for making the outlines on units an option. Now I can disable them for everything except units! And we get the performance boost anyways.

Ctrl-I cheat still broken, doesn't give the selected units all items.

Random screenshot of a modded game http://i.imgur.com/0HlNz.jpg

Reply #35 Top

I've noticed a little graphical glitch that I haven't seen before...

It appears that some land is unloaded from memory and now I can see through the ground to the bottoms of these trees.

Reply #36 Top

oh no!  Brad's training the AI to use secret tunnels!

Reply #37 Top

parrotmath have you disabled the zoom limit? I have seen similar issues when zooming in very close to hills or mountains.

Reply #38 Top

Suggestion:

 

for these private builds, dropping a link to the old build or auto-including the old build in the installer for official final patches such as 1.1 might save folks a good bit of headache.

 

 

Reply #39 Top

Yes I did, but here is another screenshot with zoom limit on

You can still see the effect in the corner...

Reply #40 Top

Quoting Alstein, reply 39
Suggestion:

 

for these private builds, dropping a link to the old build or auto-including the old build in the installer for official final patches such as 1.1 might save folks a good bit of headache.

 

 

I'm sure he could set it up using the mod manager ;), just needs a configuration file.

Like this one https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/Frogbuild/configuration.femm.

Put this in the zip file from frogboy and this will do the back-up for you and install the exe

Reply #41 Top

what's that "string not found" in the display options?

Reply #42 Top

Quoting crimsongekko, reply 42
what's that "string not found" in the display options?

I believe that is the outlines for units.

Reply #43 Top

FE: v1.05FROG (12/6/2012)

+ All code-based (as opposed to XML) based improvements listed for the unreleased 1.1 PLUS

+ Massive AI improvements

Well, hell yeah! Awesome little update! Thanks Froggie \o/

Reply #44 Top

More details in what's in that build:


----------
12.07.12
----------
+ Moved AIEvaluateAreaThreat to AIfaction
+ AI looks for enemy defenders sitting on top of targeted improvements in AIFindClosestEnemyImprovement
+ AI trait weighting reduced from 1000 to 100 for researching techs purposes
+ AI checks to make sure a given unit isn't a city guardian unit before doing AI on it
+ AI calculates the battle rank of its champions and sovereigns each turn afresh to accurately reflect how strong it is prior to operating on it
+ AI no longer uses post message to leave a city in order to ensure it has real time strength notice of a target city
+ AI caps how much it will count crystal, influence and metal when factoring what it should research
+ AI vastly better at choosing technologies to research
+ AI is more protective of its cities
+ Fixed bug where AI pioneers couldn't build outposts if they were in an army with a champion or a sovereign (hence, armies of pioneers late game)
+ Fixed AI bug where sovereigns and champions, late game, would tend to lone wolf attack cities
+ AI pioneers better about staying put if there is an area threat around them (i.e. will stay inside a city)
+ AI values armor more than before when designing units
+ AI champions now care more about whether the city is defended well enough before leaving a city
+ Fixed bug that prevented AI from casting strategic attack spells on enemy units
+ AI interacts more with players
+ Modified Average combat rating to be 100 instead of 200 in elementaldefs.xml
+ Fixed crash bug in elementalsectormapper where the ZOC would get updated in a thread
+ Fixed bug in mapgenerator.cpp in which terrain decals were being loaded and placed (we don't display them so we were just using CPU and memory for no reason)
+ Modified the prop code so that deserts display more props and other terrains show fewer (mapgenerator.cpp)
+ Fixed path finding bug that caused any AI units that intersected during movement to cancel their destinations. This prevented AI units from being able to effectively create armies or get around late game (basically crippled AI movement late game)
+ Modified the combat rating calcualtor to consider defense a bit more

 

Reply #45 Top

Awesome changelog. I really like how much attention the game is getting after release. It has really gotten a lot more polished since release.

Reply #46 Top


Looking forward to getting whipped by the AI this weekend. My record on hard is getting dramatic with Stormworld. I'm dropping to challenging to see what the improved AI is capable of.

Reply #47 Top

'Brad, the AIs is still sending 'armies' of 2 units against my super defensive border city. Garrison is made of 5 pikeneer (armored boar spears soldiers), this is .. suboptimal.

Reply #48 Top

I'm playing on this build and I noticed a bug. Whenever the game saves the per turn resources such as glidar, crystals, metal, mana etc. are added to the total resource pool in that game. So in other words, if I have 200 + 10glidar/turn, and I save the game, then reload it, I will have 210 after I load it. This seems to stack, so if you keep saving the game, you can repeat this infinitely to give yourself infinite resources.