Age of Tribes - Official Thread
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I should have specified, I play 1 out of the 4 allies, and I sett two of my allies to easy, all other where HARD. To make my allies loose but me come in and save the day

Yes, AI seems preaty good, especially on land.
Ahhh. I see. So fighters can fight in interception in addition to normal
Interesting setup. -
Would it be possible to have a worldwide version of Age of Tribes, like your 'Iron War' scenario, and rename this map to 'Age of Tribes: Europe'?
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How about, now that it is possible, changing the Mammoth into a not-infrastructure that turns into a defenceless capturable infrastructure if reduced to 0 hitpoints (and repairs back to previous if not captured)? This way, you have to fight to get them, also if all mammoth, which would make more sense (and would also likely help reducing the current bad play of the AI with managing them, leaving them exposed).
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Also, there is no point for nature to Non Combat Move on round 10. Rather better remove nature at the end of combat, on that turn, then let it do pointless non-combat redeployments. Tho, really, it is weird that you do combat movement, combat, maybe conquer territories, and then suddenly die. It would make some more sense if the beasts go extinct at the start of one of their turns; say, at start of their turn on round 10 (so, not doing that turn at all), if they are supposed to be defending for up to 10 rounds.
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Also, I suggest you enable loading in hostile sea zones, and document it in notes.
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Also, it would be better for the "Age" bonuses/objectives (PUs and Tech) to be given at end turn ("Turn Complete"), at the same moment you normally collect PUs, instead of before purchase. It would be generally more coherent and it would help you figure what you want to do, upon planning your purchase, during Combat Movement and such, if you have your (and everyone else's) actual statistics already definite (especially in the moment you are making your Combat Movement, and want to look at what PUs you have, to know what you will able to purchase, on that turn, without having to know and add up the Age bonuses, on top of that).
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@Frostion I have a bug to report.
When I launched more than one nuclear weapon at the same target (in different rounds), creating a second radiation zone, the game froze. I got an error message that said "must finish battle in [name of territory] first!". I was able to successfully replicate this glitch. The issue seems to be that this map can't handle more than one radiation zone existing in the same territory. Did you encounter that during testing?
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@Cernel and @John-Cena
I will look into these suggestions and issues when I have the time. Unfortunately it can at the earliest be some time next week. In regards to the possible bug, I don't think that I have ever encountered that error message.How did the error occurre? How exactly can the error/game freeze be replicated? I guess that you have no save game?
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@Frostion I can't exactly save it at the point the game softlocks, because none of the buttons work at that point. However, I think that I've figured out what caused this glitch. This glitch occured because I launched a nuke AND an ICBM during the same round, which seems to have triggered an error, as there's apparently only meant to be ONE nuke detonated per turn, and not two. Here's my save file: Age of Tribes Glitch.tsvg . See my screenshots for more info.
Screenshots:
After:

Before:

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@John-Cena
I haven't forgotten about the experienced issue, I just haven't had the time to play test
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@John-Cena The glitch seems to behave and occur exactly how you describe, and I have made a bug repport at GitHub. https://github.com/triplea-game/triplea/issues/4883
I donβt understand what triggers this error, so I really relly on someone else to explain whatβs wrong and if it is something that I can fix in the XML, or if it is a flaw in the game engine. Thank you for discovering and bringing attention to this issue

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Hey, I was just wondering how the AI does on this map for anyone else. I am playing the western alliance vs. the hard AI, and they do almost nothing for two of them. I think it was the Baltic and Hattic. For the first 5 turns, they only took one territory. They did a little better after that, but not much. I will get a save game eventually, but was wondering if it was only me.
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I've played a bunch of games, with a good player, in the past, using the 1 combat round setting (both land and sea). I've a strong belief that, at least under that setting, the game is amply unbalanced in favour of eastern powers, meaning that I think a well played eastern powers will almost surely win even with dice, albeit this is not evident in mid game, where western powers are actually going to achieve a considerable statistic advantage, before Germans eventually crumbling.
However, the game plays much differently with 1 combat round; so don't even consider this balance judgment, as balance can be vastly different if played at default setting (5 combat rounds, which is almost as good as infinite), which I'm not going to.
I think there are other issues, especially the technology balance, but I don't think I want to really comment on anything, in the moment I'm not playing the game by default settings (and, by now, it has been a while since I gave up with this).
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That isn't what I am talking about. I have a save now. tribes.tsvg
For at least the first 5 turns, the Hattics and Slavics only expanded to a second territory, and nothing else. Even after that, i don't think they got more than about 6 territories. I think it is more likely to be an AI issue than a map issue, but figured i would see if anyone else experienced it as well.
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@ff03k64 I dont know why the AI acts like that. It has not always done this. I while back, the AI played fine, but atm. it plays pretty weird, with some AI players not being active, not moving to capture the unprotected territories and not trying to expand.
(@ff03k64 does it sound like we experience the same problem?)
I also see this behaviour in my new Warcraft map. As in Age of Tribes, the Warcraft map also has the players starting with 1 territory each. It is the idea and crucial that the player expands. Right now only 3 of the 8 players are moving out of the starting territory, and this is making the map unplayable. Even though the AI players can practically just move in and take the territories for free, mostly they just stay put and don't move.
@redrum I know that the AI on most maps have more than one territory to start with, but the AI should also be able to think and calculate based on ownership of only 1 territory. So is this some think you can look into? Hopefully @ff03k64 can provide a save game that shows the fault. I can also give you a copy of World of War Heroes and you can see the problem yourself.
EDIT: I now see a savegame posted above

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@redrum World of War Heroes can only play with the pre-releases. I think because of the variableLists. I I experiance it in the pre-releases.
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@Frostion Hmm. I ran the first round of AoT with the latest pre-release and all the AI players pretty much expand to all adjacent territories: AoT_test.tsvg
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@redrum Current stable for me. 1.9.0.0.13066
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@ff03k64 Yeah, your save definitely shows poor AI but seems that the current pre-release doesn't have the same issues. There were a bunch of AI attacking neutrals improvements when I was doing a lot of testing on dragon wars which might have resolve the issues.
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