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Global spell tactics ?
After reading the most powerful spells thread i am now curious about your habits concerning globals and dispelling http://forum.shrapnelgames.com/images/smilies/happy.gif .
A) Which globals are your favourite ones ? My 2 favourites are FotA and GoH . B) How many gems do you usually invest in your more important globals you would like to have up for a while ? When do you cast them ? Do you make them perhaps even a research priority ? C) How do you normally dispel ? Do you try first with something like only +10-20 gems or with more ? How do you change your habits in lategame ? D) If your global with only base costs got dispelled can you bring it up again with only using base costs ( if there is still a slot free ) ? Would you rather try a 999 gem casting of e.g. GoH or Arcane Nexus etc. in lategame or always use something like 355 extra gems hoping your enemies try dispelling it with 500 or more gems each time and this way wasting gems ? |
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Of course, the 'ideal' way to dispel a GE would be to cast the same GE for yourself http://forum.shrapnelgames.com/images/smilies/laugh.gif, but I never had an occasion to do so. Quote:
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When you're casting a spell and all slots are full, does it attempt to override the weakest existing spell, or does it pick one at random? Presumably if you're attempting to hijack a spell that's already up by recasting it, it will have to beat down the old instance of itself, but otherwise how does this work?
I've never been clear on it, and didn't find any answers searching the forum. Thanks! |
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My Favorites are probably astral corruption (fun for "locking things down" when you've got the majority of your forging and summoning done) and The Wrath of God (for the monthly report of how many enemy units died).
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hmm, my understanding was that it would attempt to override your own globals first. can that be confirmed?
ie. 1) tries to override current instance of said global if no current instance, then 2) tries to override one of your own globals, randomly chosen if you have none, then 3) tries to override a random global. but i'm not actually sure about 2. I've had it happen that way, and Norfleet claimed it, but i could have been unlucky... |
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It doesn't override yours first. Its random.
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I think that Forge of the Ancients is really cool, primarily because it gives your Forgers a +1 boost in every magic path, even the paths they have 0 skill in. That really opens up a lot of forging possibilities.
Burden of Time is a fun one to cast as Ermor. Of course your opponents will pool their resources and get rid of it within a few turns. But I like to imagine their reaction when they see that you've cast it. http://forum.shrapnelgames.com/images/smilies/happy.gif Some day I aspire to cast Utterdark with a ton of extra gems on top of it to keep it from being dispelled. |
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The Burden of time got dispelled the next turn, but no less than two artifacts appeared for forging in that turn. Some of my expensive Drotts were diseased as well, although they survived long enough for my Fairy queens to heal them. I had a pact with the player who had Gift of Health up, so I could not take it for myself. Burden of Time is so devastating for some nations, and such a pain for every living nation, that anyone casting it in a game I am in can not only expect to have it dispelled in one turn but also to be destroyed as a matter of principle in the next few turns. I do not expect to see it cast by anyone who is still in the running... unless he is firmly on top of the heap. As for how many gems I put into globals, I usually invest only the minimum if I have no enemies, and the global is not too powerful (i.e. not Forge of the Ancients, Arcane Vortex, etc...) If it is a gem generator (Gale Gate, Well of Misery, etc...) I throw it with as much gems as I can afford when I research it. If it is one of the game winners, then I wait until I have at least 500 extra gems before I throw it. After all would you throw a Arcane Vortex with 150 gems, so that someone else has an even chance of dispelling it with 30 pearls? |
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You would be losing thousands only from unrest and population deaths it produces (well, unless you have a small empire). Getting your mages and troops killed is just an insult to the wound. The worst thing about this spell is that your dominion provides no protection from it (unlike WotG).
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Speaking of globals, "Wild Hunt" doesn't seem very useful for such a cool sounding spell. It targets enemy priests, but it isn't an assassination type battle, and the Lord of the Hunt isn't that tough. Can it kill priests inside castles?
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On the other hand, losing 1000s each turn to Utterdark is easy. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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Even smaller maps then Faerun (like Cradle) will produce significant loss. The trouble on larger maps is that it's harder to actually get in and kill offensive mage so you usually have to take the losses or try some long-range attack. Long-range attacks usually don’t do much good against BoT casters since they are usually either pretenders or powerful mages that you can't kill with seeking arrows or flames from afar. Then there are losses you get if you collect fetishes, clams, etc and your carriers keep getting killed from old age. Not arguing Utterdark, though. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Keep in mind I was replying to something who wrote: Quote:
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LOL, I placed it as an example of a large map, so there is no need to tell me its large. http://forum.shrapnelgames.com/images/smilies/laugh.gif Quote:
BoT doesn't only give afflictions; it kills your weaker troops and commanders instantly. Mages usually suffer from it mostly (low HP) so losing even a 1 or 2 of them per turn is a lot. If you don't consider that to be nothing more then nuisance then you have such large empire and income that you have already won the game http://forum.shrapnelgames.com/image...ies/tongue.gif (or playing faerun). http://forum.shrapnelgames.com/images/smilies/laugh.gif Note that I'm talking about BoT's effects in general, not strictly from MP or SP aspect, so that's probably why our opinions differ. There is a reason why people don't cast it often in MP, and there is an even better reason why it tends to be dispelled in a few turn once it's up. Simply put, people don't like seeing their mages get afflictions and get killed, risk their pretender get a nasty affliction (getting rid of them is never easy if you are not Arco) and see their income drop by at least 10% per turn. And when someone does cast it, people usually pay him a visit with a couple of their armies to see WTH was he thinking. http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
Of course, it does depend on what nation – theme I play. The caster is usually undead nation (Carrion Woods, Desert Tombs, Ermor), which can even benefit from it by getting more corpses in provinces. Quote:
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I cannot see the point of discussing whether Burden of Time is a minor
nuisance, or a devastating cataclism. It is blatant aggression, and anyone casting it will have my main army on top of his capital the next turn... even if I do not get the chance to make sure that I will be the only teleporting there. I dispell or override Arcane Vortex, Forge of the Ancients and Well of Misery as a matter of principle. I will tolerate most other globals until I attack the owner. But in the case of Wrath of God, Burden of Time, Underdark, etc... 'until I attack the owner' means 'this turn'. As for the losses Burden of Time inflicts... Even with Gift of Health, I was losing three-four mages per turn to outright death from old age in an Inland game I was nowhere near winning. I was a newbie at the time, but I still invaded the offender (Pangaea) and got away with it, because everyone else did as well. |
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And then there are globals you can choose to cast "just for a turn", when you haven't the gems to buff them, if you can get a bargain from that single turn - Forge of the Ancients being the most obvious example. Quote:
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Anyway, since it's so little used in MP (except occasionally by near-extinct nations who just cast it to annoy their more succesful enemies! http://forum.shrapnelgames.com/image...es/biggrin.gif), I think we're giving BOT an undeserved honor with this lengthy discussion. |
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Lol, ok. Lets give BoT proper burial. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Just a question - who is Albert von Ulm in your signiture? A name you give to your (Ulm) pretender? |
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Albert Einstein was born in Ulm, a German city.
One of the quotes he's famous of is "Quantum mechanics is certainly imposing. But an inner voice tells me it is not yet the real thing. The theory says a lot, but does not really bring us any closer to the secret of the Old One. I, at any rate, am convinced that he does not throw dice,", or shortened, "God does not play dice." I love what något has done to it http://forum.shrapnelgames.com/images/smilies/happy.gif |
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At what phase of the turn the globals come into effect and when do they disappear?
For example, casting sequence is: Mage A casts Astral Corruption Mage B casts something. Does Mage B risk to be attacked? Another sequence: Mage A dispels (successfully) Astral Corruption Mage B casts something. Does Mage B risk to be attacked? |
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That’s a good question. I would like to know the answer too.
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well, you get the effects of a global, for instance gems, on the same turn they are cast, so that would argue for "after" spells.
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IIRC, it has been stated earlier by the developers that rituals take place in a completely random order. (I.e. all rituals are queued, the order is randomized, and they are carried out one by one). As such, if mage A casts Astral Corruption and mage B casts another spell, it is random who goes first and mage B may, indeed, find himself at risk. Depending on algorithm (:D), mage B should have about 50% chance of mage A acting before himself. Same goes for for Astral Corruption is up, mage A dispels it, mage B casts another spell - again, either A or B may go first at random.
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Resolutions phases: RECRUIT RESEARCH EMPOWERMENT FORGE RITUALS <--- Your global enchantment is cast here MAGIC BATTLES SEARCH PRAYERS BLOOD HUNT LUCK ASSASSINATIONS FRIENDLY MOVEMENT MOVE BATTLES STORM CASTLE ENCHANTMENTS <---- Your global enchantment works here MAGIC ITEMS SNEAK BUILD SPECIAL ORDERS INCOME STARVATION UPKEEP DOMINION SITE EFFECTS HEAL MERCS SCOUTING |
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which is exactly what i said, I believe, though in a much less long-winded manner.
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Attacks from horrors during Astral Corruption are not enchantments. They are probably activated under rituals and forging as it is rituals and forgings that attracts them.
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I ordered my Air Queen to Cloud Trapeze and Wrath of the Skies the Ulm capital, on the same turn the enemy ordered his VQ, Vampire Count and some devils and vampires to fly from his capital and attack my army in another province. In the following turn, my Air Queen defeated the PD and besieged the Ulm capital while the vampires flew away and attacked. Since Magic battles come first, I thought that vampires' movement orders would be canceled as they were now besieged and unable to leave the castle, but that wasn't the case. BTW, they didn't sneak away, but moved (there were non-sneaking troops in the army anyway) |
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Fliers can leave the castle even if it's besieged. They just fly away. http://forum.shrapnelgames.com/image...ies/tongue.gif
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though fliers cannot enter a castle if it is besieged...
which is a bit of a contradiction. |
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Sneaking flyers can sneak away, but that wasn't a sneak order in the game I wrote about. |
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Globals are a long investment, like Clamming.
Only they're easily "killable". Some globals are very powerful, like Arcane Nexus, and Forge of the Ancients. Some others are aimed only, like Purgatory. Others aren't so good because they could be useful to you, but damage many other players, so they're so rarely casted. (like Second Sun) About dispelling, the two most important thing are: Dispel is anonimous. Dispel could be cast in "communion". Personally I try to shoot down Forge of the Ancients and Arcane Nexus if I see them casted, even if I'm at peace with that nation. However I've to use my gems, and it could happen that your resources are needed for something else (like you're at war with Ermor and you need harbingers and such stuff). If you're at peace, I try always to get 1 gem producing spell that isn't Spell Focus (it gives a too low gem income, but I can think about too if nothing else is avaiable). |
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Maybe being "intrinsic" flier really does matter, or maybe something changed in most recent patch. |
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I am pretty sure that flyers cant fly away from a besieged castle, while stealthy troops can even if they do not sneak but merely move!
I am besiged in a current MP-game as caelum, and my seraphines can 'move' away, while my seraphs cannot. I think that this is also on purpose, since a stealthy unit should be able to sneak out and attack another province, hence the sneak/move should be independent on the starting provinve. Nevertheless, I assume a bug: A seraphine cannot leave a sieged castle with assigned troops and she looses her sneak order when getting troops assigned; but she does not lose her 'move' order if she gets troops assigned - so I am curious whether my non-stealthy blizzard warriors could leave the sieged castle being led by the stealthy seraphine... (havent seen the next turn by now) |
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Normally, a flier can't leave a castle. However if a flier has stealth ability he can even if he's not sneaking. That's why my VQ could go in and out at will even while attacking. http://forum.shrapnelgames.com/image...es/Injured.gif Sorry for the confusion. |
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I can confirm the bug now: A stealthy commander set to move out of a besieged castle can take non-stealthy units with him! (all were flying, but I dont think that this is important) I post it in the bug thread as well...
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Personally, I believe in overkill with many of the globals. It's hard to tell how much of a benefit is derived, since I don't believe you get a notification when someone tries and fails to either dispel or overwrite your global (unlike domes stopping spells). I know that in one game that recently ended, Vanheim and I (Last of the Tuatha) both cast a spell the same turn - I think it was Forge of the Ancients, but it might have been Gale Gate. His spell went up. My spell overwrote it that very turn; it then stayed up until the immortal pretender who cast it died twice in the same turn. Sometimes it's a little extra into a spell - say, 15 extra gems, just enough to frustrate someone who theorizes that I might have put 10 extra in. Othertimes, it's an extra 50-80%, even on gem producing spells. With enough extra added in, other people will almost certainly be wasting a good quantity of their gems if they attempt to take mine down, and I also believe it means that my global is less likely to be burned if someone casts a 6th hoping to open one of the slots. |
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