Here is a saved game with troops next to the region but unable to enter.
[0_1515294198795_freefolk hard game of thrones.zip](Uploading 100%)
I love this map and have won on both sides and FFA as almost all of the factions at one at a time. Adding visual que's for the objectives would have helped the first time I played. The notes and objective tabs are essential to look at the first few times playing.
@cernel I am with you in that hope that someone will take it over and fix it. I agree the eastern continent as a whole is buggy all except the one issue of Qohor is playable around but it detracts from the gameplay starting out in that continent and does make it less desirable to play. Even though I did enjoy beating Westeros with the free people!
A "broken, in-progress, incomplete, glitched" category would be nice, maybe with the notes of the problem in the notes category that way if someone wants to fix it they know the quick one.
I do like a lot of territory modifiers, LOTR large map is the best one you guys have (opinion I know).
My original intent on coming to this post was to figure out how on the GoT map how to get units into the province of Qohor? I know it is possible bc the AI does it from all players but I cannot seem to, they just automatically go into the highlands road. Any help will be appreciated.
The AI is competitive, I agree, although once ousted from their capital it is easy to out produce them, inevitably winning. More importance on the capitals is what I was saying in my previous post.
The main tweak I would suggest would be to allow production as long as a capital was in their control, not necessarily their starting capital; and limited production as long as a factory is still in their control.
Perhaps something to be considered would be some sort of AI.properties where certain AI objectives could be laid out on a map by map basis without affecting human vs. human gameplay. I've heard it said in the past that AI shouldn't go into the XML (perhaps that isn't true anymore), but it might be nice for some maps to have something to manipulate that would increase the AI's valuation of a territory even if it cannot understand why that territory is valuable. Just some food for thought...
That would be pretty cool. In a lot of instances you could accomplish quite a bit with just few critical tiles flagged as the "key to winning" on a given map. This might be better than making say all VCs a critical priority at all times, since, as was pointed out earlier, they are not always the most important thing going on. But some sea zones or territories are always going to be critical on a map (the choke points, or core production regions) so it would be cool if we could use them to push the AI into certain play patterns. It would also be awesome if you could set a threshold for these, so that the AI would try to hold them even if they are clearly outgunned. Like for Moscow or Berlin, or any capital that is adjacent to another land territory (the AI is better about stacking island capitals, since the they don't have a way to walk off haha.) Then map makers could tune the AI to the needs of the map, or try to adjust opening behavior by tweaking with the priority target territories, to see if they can make the machine play in different ways.
This has been the main issue with the AI that I have had as well. Even in maps that are not won by VC you still have to control your capital in order to produce new units, and the AI is more interested in protecting its troops than its capital. All you have to do is move a large army close to the capital leaving a route for them to escape and they leave their capital undefended. Also the AI is not that keen on taking enemy capitals or re-conquering their own once they are taken. It is a easy win to out produce them when they are not producing.
No, no one wants a technical loss to VC but more value needs to be added to Capitals across the board, for the AI to play more like a human.
In addition once the stacks get big on a large map the AI becomes stagnant, not attacking even smaller stacks next to them. I wonder if placing more value on taking other factions out would correct this.