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-   -   Spell usage for melee units with magic (http://forum.shrapnelgames.com/showthread.php?t=36818)

MartialDoctor November 12th, 2007 10:24 PM

Spell usage for melee units with magic
 
I have been playing with the Yomi recently and I have been a bit confused as to the Dai Oni's lack of spell usage when not scripted.

For example, in a recent battle, one of my Dai Oni was in the midst of battle and had taken quite a bit of damage. I would assume, in the next round, it would have cast a spell, such as Soul Vortex or Drain Life (both were researched), but, instead, it just attacked again. The Dai Oni's fatigue was only at around 18. The Dai Oni's command was set to "attack closest."

So, my question is, is there any way, outside of scripting (since that would be very limiting, at 5 maximum scripts, for an attacking Dai Oni), to have a unit attack and use spells. Or do units set to attack cast spells automatically, if they can, and this was just one of those times the AI decided to attack rather than cast a spell?

Thanks for your help.

P.S. I apologize if this is a repeat of another posting. I searched but could not find another posting of a similar type.

Lazy_Perfectionist November 12th, 2007 10:36 PM

Re: Spell usage for melee units with magic
 
I'm afraid not. Once you script attack closest, it stays till the end of battle. You could script nothing after your last spell, but you're going to cast more spells.

konming November 13th, 2007 12:59 AM

Re: Spell usage for melee units with magic
 
AI is too stupid to do what you want. If you let it attack, it will not cast spells under any circumstances. If you do not give it orders, it will cast (presumably stupid) spells but not attack.

CUnknown November 13th, 2007 01:44 AM

Re: Spell usage for melee units with magic
 
Usually this isn't so much a big deal, at least for me, though.. because you either want your guy casting a few buffs and then attacking for the rest of the time, or you want him to sit back and cast the whole time. I guess maybe for a few cases I can see wanting to attack, then cast, then attack.

It would be cool if we could script out like 10 commands in a row, but normally for me 5 is enough.

Sir_Dr_D November 13th, 2007 03:59 AM

Re: Spell usage for melee units with magic
 
Don't script the final, continuous order. The combatant will randomly attack or cast spells, which can be amusing to watch.

OmikronWarrior November 13th, 2007 04:52 AM

Re: Spell usage for melee units with magic
 
Quote:

Sir_Dr_D said:
Don't script the final, continuous order. The combatant will randomly attack or cast spells, which can be amusing to watch.

I think it will default to spell casting though, unless he's adjacent to an opponent.

llamabeast November 13th, 2007 06:29 AM

Re: Spell usage for melee units with magic
 
You could try attackx5 then cast spells. Once in melee they only have a certain probability of being able to cast spells, but they will at least try.

Tharsonius November 13th, 2007 06:47 AM

Re: Spell usage for melee units with magic
 
What is the best way to use Soul Vortex? I read somewhere that it is a good spell for a SC, but have no idea how to make a SC use it.

thejeff November 13th, 2007 08:56 AM

Re: Spell usage for melee units with magic
 
Soul Vortex is a continuing spell. It's a buff. Script it, then attack. Every round it sucks life from enemies (everyone?) around the caster and transfers it too him.


With solo SCs I've had some success with scripting a couple buffs, attack, attack then cast spells. Once the enemy reaches them, they'll sometimes attack and sometimes cast those cool short range AE spells, shockwave, immolation, whatever. Fire or water bless pretenders work well for that.

Tuidjy November 13th, 2007 01:29 PM

Re: Spell usage for melee units with magic
 
Soul Vortex will kill enemies and friends alike.

Left without orders, a commander will try to cast spells, not fight. But if you
insure that he gets in melee range, he will have a good (50%) chance to attack.
Unfortunately, sometimes he will cast some REALLY tiring spells.

Dai Oni should be scripted with 5 buffs, and 'launched'. They are incredible
fighters.

thejeff November 13th, 2007 01:46 PM

Re: Spell usage for melee units with magic
 
Yeah, leaving them to cast spells has really only worked with pretenders. A F9E9 Cyclops, buffed and ordered to cast, is far more efficient raining fire and lava down on his enemies heads than swatting at them with a sword.

MartialDoctor November 13th, 2007 01:58 PM

Re: Spell usage for melee units with magic
 
Thanks all for suggestions and such. It's too bad, and a bit annoying to me, that the AI isn't set to do such things such as cast spells and attack.

It would be nice if the AI was smart enough to do things such as attack but, if surrounded by enemies, could cast something like Immolation. The fact that the AI can not simultaneously cast spells and attack seems to make certain spells next to useless (e.g. Hand of Death).

And thanks for the info about Soul Vortex. The manual didn't seem to make it obvious that it is continuous... it actually sounds useful now http://forum.shrapnelgames.com/images/smilies/cool.gif

thejeff November 13th, 2007 02:24 PM

Re: Spell usage for melee units with magic
 
The short range spells are useful. They just can't really be scripted.
They get used when the bad guys reach your mages. I've seen the Hand of Death types save mages from assassins and the Immolation types do serious damage when the lines have been breached or fliers get to the mages.

You really don't want your buffed and fully equipped SC to start casting attack spells most of the time. The fatigue will get him killed. And if he's not buffed and fully equipped you don't want your mage attacking. Let him sit back and be artillery.

Nikolai November 13th, 2007 03:01 PM

Re: Spell usage for melee units with magic
 
My script for Tir Na Nog glamour riders.

Blessing, MistForm, Resist lightning, attack once, Shock Wave, attack closest.

I give Frost Brand, Valor Shield, Startshine Cap (if I have), Rainbow armour, Girdle of Might, and Bracers. All cheap, 5-10 early items.

Insane raiders. Will kill any PD, will never be catched, and is an example you can use close range spells in melee.

Chris_Byler November 13th, 2007 08:33 PM

Re: Spell usage for melee units with magic
 
I've done Earthpower, Ironskin/Invulnerability, attack one turn, Flame Eruption x2, (nothing) with Dai Oni before and it worked pretty well. The one turn of attack gets you in range for FE and the reinvig from Earthpower keeps you going in melee after that. (Additional reinvig from items still helps, though. If you're skilled enough in Death and have the research you may want to add Soul Vortex to the buff list.)

A few gems are helpful so you don't go into battle fatigued.


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