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Suggestion - Black/Whitelist for Battlespells
Suggestion
You've another option in the 'Magic' menu: a battlespell list. Here you can find every battlespell (maybe only the researched one). Now you can make spells blacklisted which means none of your mages autocast it. You also can whitelist spell which means mages autocast this one with a high priority. Optional: You can set a spell as not boostable wich means none of your mages uses additional gems to cast it. This list applies for all mages in a nation so the micromanagement is very limited. |
Re: Suggestion - Black/Whitelist for Battlespells
I'm afraid it's not going to happen. I suggested this and other improvements in Dominions3 wishlist thread a couple of months ago. No result.
I have a feeling it may be (at least partially) intentional. Turns could last forever if we were, for example, allowed to set first 10 moves. |
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If you turn on logging you can actually see it thinking its way thru the list. Its a long list.
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Re: Suggestion - Black/Whitelist for Battlespells
I would be happy if the Developers just added touch of madness to the black list. That spell drives Me mad.
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.. but I second the notion, and add "berserk" to the list |
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Well, this idea has popped up some 4 years ago IIRC, and was never considered for implementation (at least IW didn't communicate on it), but by repeatedly requesting we won't lose anything, so let's go ! http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Suggestion - Black/Whitelist for Battlespells
Ancient Runic stones dated atleast to the early 18th century indicate that Vikings in America actually came up with this idea first, but the authenticity of the stones remains in question.
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Re: Suggestion - Black/Whitelist for Battlespells
It's a good idea
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Re: Suggestion - Black/Whitelist for Battlespells
I hope you mean 8th Century.
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Re: Suggestion - Black/Whitelist for Battlespells
nope...
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Re: Suggestion - Black/Whitelist for Battlespells
Example from one of my mp games:
After scripting my pretender (4E/4F) with Summon Earthpower, Phoenix Power, Flame Bolt, Flame Bolt, Flame Bolt (i was fighting niefel giants) and 'cast spells' in battle turn 6 he started to cast the level 0 Spells Fire Flies and Flying shards. Fatigue was below 20. The spreading level 0 spells kills mainly my own troops, the enemy giants didn't notice anything. I don't know why not 1 flame bolt or something equal was cast by ai, it costs the nearly same fatigue and works a way better then the level 0 spells against fire susceptible giants. Even the stupiest battle ai should be able to choose a spell at random. This is even better then to choose the worst possible spell! After some Fire Flies/Flying Shard battle rounds later my army rout and my pretender flees with a very low fatigue value. Maybe i'm the 4721st person who say this but: thats just stupid! |
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The AI checked what a Flame Bolt might do: 1) It could cause 22+ (at least 25) AP (+fire vulnerability) damage to one target 2) It could miss 3) It could hit a friendly unit, although it isn't likely The AI checked what Fire Darts would do: 1) It would fire 7 (at least; your god had Fire 5 and you get at least one more Dart per exta level) darts, each doing 10 AP (+ fire vuln.) damage if it hits. 2) Some or all could miss 3) Some or all could hurt own troops After checking both spells (and probably all other ones you had researched), it decided that Fire Darts was the best choice? Why? Perhaps Fire Darts dealt more hp damage in total, just divided among the Niefel giants more evenly so that the net effect is weaker (esp. if they have regeneration). Perhaps the friendly fire was considered just as effective as the damage caused on the enemies, and the fact that this had much worse relative effect on your own units than on your enemies wasn't considered. In short, I think the AI calculates the amount of damage dealt in total, not how much the spell will help in killing the enemy. Most often, the first is equal to the second, and the first is much, much easier than the second. |
Re: Suggestion - Black/Whitelist for Battlespells
The AI didn't cast Fire Darts (it was researched), it used Fire Flies and Flying Shards.
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I don't know how the AI works. I don't know how it got result saying Fire Flies is a better choice. |
Re: Suggestion - Black/Whitelist for Battlespells
I replayed one more and here a complete battle spell review (i've overseen 2 times the use of Fire Darts):
First 5 Battle Turns like i scripted: Summon Earthpower, Phoenix Power, Flame Bolt, Flame Bolt, Flame Bolt Battle Turn 6 / Fatigue 16: Ironskin Battle Turn 7 / Fatigue 17: Flying Shards Battle Turn 8 / Fatigue 20: Fire Darts Battle Turn 9 / Fatigue 21: Flying Shards Battle Turn 10 / Fatigue 24: Fire Flies Battle Turn 11 / Fatigue 25: Flying Shards Battle Turn 12 / Fatigue 28: Flying Shards Battle Turn 13 / Fatigue 31: Fire Flies Battle Turn 14 / Fatigue 32: Flying Shards Battle Turn 15 / Fatigue 35: Fire Darts Battle Turn 16 / Fatigue 36: Flying Shards Battle Turn 17 / Fatigue 39: Fire Flies Battle Turn 18 / Fatigue 40: Flying Shards Battle Turn 19 / Fatigue 43: Rout & Flee Instead of using mainly fire magic (because of Fire Susceptible) there was an use of: 7 x Level 0 Flying Shards 3 x Level 0 Fire Flies 2 x Level 1 Fire Darts 1 x Level 3 Ironskin Alteration 3 and Evocation 2 was researched. I would never choose the level 0 spells, the level 1 Fire Darts is better in all cases. Especially for regenerating giants i would like to see flame bolts which costs just a little more fatigue (20/4=5). To be on my suggestion: I had blacklist Fire Flies, Flying shards and Flare (because giants are big so bolts are better vs giants) and whitelist flame bolts. |
Re: Suggestion - Black/Whitelist for Battlespells
We have gone over this time and again. The result is always the same: the developes do not want to do it. Heck they do not even want to include a "repeat last spell" which would be far easier to include from a development point of view.
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But then we havent gotten many things for player control so Id say rather than "not considered" that would be more "decided against it". Not quite the same thing. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Re: Suggestion - Black/Whitelist for Battlespells
I understand why they don't want to allow player control on white/blacklist : it would give human players anoterh way to outsmart the AI, unbalancing more the single player game.
What I think could be a good compromise would be a simple way to mod a blacklist (there is already an internal blacklist in the game, meaning that some rare spells won't be cast if not scripted too, but sme spells should be added to it, such as touche of madness) Note that this is a global blacklist, meaning that both humans and AI players use it, so no advantage for neitheir. Of course there's already a way to do it by modding the spells (Of course a way to configure this in the game settings would be easier to use that making a mod. ) : - remove a spell and it will never be cast (even if you want) - or, if you still want to be able to cast the spell in specific situations, another solution would be to add a gem cost of 1 to the spell. What if I made a mod addding 1 gem cost to berserk spells (berserk and touche of madness) and maybe some others ? What spell(s) others that those 2 seems like tthey shouldn't be cast unscripted ? |
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