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Re: Dissapointed
The AI should only cast Breath of Winter if scripted. Put a little note beside the spell description if you need to. A player can script his pretender to cast it, if it's important for it to be cast.
This of course will limit the Death 9 reanimation for no-upkeep units, but it will also save anyone near a mage with 2+ in Water. |
Re: Dissapointed
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Also, if you consider Frozen Heart 30 Fat. If you cast quickness you will get one less casting of the Frozen heart before falling unconscious. Lvl 1 and to some extent lvl 2 mages are rarely helped by quickness. |
Re: Dissapointed
I agree with Zen and Arryn: BoW should only be cast when scripted. I can't recall ever getting an enemy with it and have lost track of how many friendlies have been frozen over.
I wouldn't want Quickness cast all the time though. There are too many times when I would want something else first, such as establish a Communion to ease the fatigue load. |
Re: Dissapointed
Hmm the flying elephant type dealie is a good point.
Also I was definitely thinking of higher powered mages when I said that http://forum.shrapnelgames.com/images/icons/icon7.gif . This just goes to show how complex the task is. Things which seem clear cut aren't always so. Edit: Also I am talking about non-scripted mages. They should give Quickness a very heavy bias over anything but imminent destruction aVersion, making quickness a moot point. I would definitely imagine that setting up communion would be a very complex AI consideration and that it would not value that as an option very highly. [ January 27, 2004, 18:01: Message edited by: Strages Sanctus ] |
Re: Dissapointed
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Niefeljarl - Quickness - BoW - attack Bog Mummy - likewise with Soul Vortex and/or BoW Works very good! |
Re: Dissapointed
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Niefeljarl - Quickness - BoW - attack Bog Mummy - likewise with Soul Vortex and/or BoW Works very good! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Okay, you've a good point. Now consider the same situation with mixed water-based and blood-based magics. Methinks the summoned devils won't much like the BoW effects. As others have suggested, perhaps modifying the cast list with checkboxes so that you can limit what spells the AI has to choose from might make most people happy. I can imagine this may be a fair amount of coding work, but I think it'll solve a lot of issues people have been griping about. |
Re: Dissapointed
Yes, but as you can see it is very specific in what you want to do http://forum.shrapnelgames.com/images/icons/icon12.gif
Don't forget Ice Devil Quickness > BoW > Attack and other various spells. The BoW spell should only be cast if the unit is melee combat friendly and only right before it charges into combat. If this is too complex to script, turn it off. I'd rather have to take special consideration for every Combatant Caster than have to with every 2+ Water mage A.) Spread out and ignore any bodyguards (if any) B.) Fatigue out the caster so he is less likely to cast BoW. This really isn't much of an issue except when battles progress a while and the AI gets confused on what to cast, you have a communion or you cluster your mages (to take advantage of spells like Luck/Body Ethereal), but it is a significant disadvantage of the AI as it wastes the fatigue and spell casting time by doing it. |
Re: Dissapointed
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Just add a final order 'cast spell xxx each round', and most vets here will be happy! |
Re: Dissapointed
there is a buggy behavior though, that is rather annoying, and detrimental for scenarios settings too: leaders which are dual fighter/mage has a too strong tendency of fatiguating themselves in casting spells before engaging in melee. For example research some spells, and let an archdevil engage in battle. He will cast up to 90+ fatigue pts before thinking of either fighting, or resting a while http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Dissapointed
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