[FE 1.29b] [bug] Kraxis doesn't settle


This happened occasionally in earliers versions too, but with the new AI and new tile distribution system, I found it a bit worrying. Playing on Hard as Gilden I just met Karavox, who is level 6 already which is pretty nice, since I'm at level 4. But... he hasn't settled yet and he doesn't look like planning on doing that as he walked straight by some very interesting tiles to settle on.

It's quite a big bummer and I'm going to do a restart because of this.

11,106 views 13 replies
Reply #1 Top


To be fair, sometimes I play the game without settling a city. Maybe the AI does it now too. :grin:

Reply #2 Top

It actually happens a LOT in 1.29b. Started about 7 games and in 4 one of the factions was dead within 25 turns. I had one starting location without a single tile to settle in sight too.

Reply #3 Top

And again... this is getting really frustrating. I know it's a beta version and probably because of the new tile placement system, but please guys, do look into this.

 

Reply #4 Top

We don't need no city!
All they do is pollute, and waste space, and you know they are going to be filled with mindless peasants anyhow, I will conquer the world solo!

~ K

Reply #5 Top

'We' don't but the AI surely does!

Reply #6 Top

Kraxis is not the only AI having troubble settling... Both games started with 1.29 official steam beta (not 1.29frog) had this problem. I have always seen the AI having problems with settling :(O  : not putting enough emphasis on city spamming, not being able to pick the good tiles (best = geometry to cram in more cities, then essence, then production, last is food - AI seems to have it reversed), but now it has reached new lows  X(  (even though the supposed handicap of settlers costing population seems to have been removed).

Also another AI-crippling bug is still present: when a goody is inaccessible (either because of terrain or occupied by unit), AI clusters around and idles forever.

Reply #7 Top

My educated guess would be:
The souvereign tries to build a city in turn 1 right where he starts.
If this tile is not colonizeable, he never tries again somewhere else and continues to his adventuring-mode.

Reply #8 Top

Thanks guys, we are checking it out.

Reply #9 Top

Quoting AILST, reply 8
My educated guess would be:
The souvereign tries to build a city in turn 1 right where he starts.
If this tile is not colonizeable, he never tries again somewhere else and continues to his adventuring-mode.

Could be as easy as that actually. I hope it is, so that's it's something they can easily fix in the next version we get.

edit: and just when I type this Derek comes to the rescue. Thanks for the heads up Derek!

Reply #10 Top

It's actually Brad to the rescue, I pinged him about it just as he was checking in a fix.  He is on it!

Reply #11 Top

Good, Altar did the same thing in my latest 1.29 game.  Funny thing was, Pariden asked me quite late in the game to help her defeat Altar, when he was just one unit. =) ;-)

Reply #12 Top

I have now encountered this "bug" using a "custom" built character with the Kraxis character type. She basically never moved and never built a starting settlement. The only time she moved and that was just one square was when I declared war on her in an agreement with another faction. Which also leads to an exploit. You can use these non-settling factions as balancers to get another faction to start a war with someone else. She was worth like 400gildar. I used her twice this way and then negotiated a lesser agreement with her for peace. As long as I didn't kill her I could continue to use her for 400gildars worth of trading power. (after negotiating peace of course). ;)

Reply #13 Top

Another exploity use of them is for the diplo victory: since you can ally every leader save one, pick that one as the easy pushover. (actually the alliance mechanism is yet another game feature in need of a balance makeover, as currently implemented it's only a domination victory shortcut)