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Urgent Spell Questions
Hi, I am trying to script all my main commanders (instead of letting the computer do it all--which was what I have been doing pretty much) & I had a few urgent questions regarding the descriptions of spells in Dominions II guide:
1. Plus/minus signs: Do the plus/minus signs on the spell description mean that the value covered increases or decreases along with the caster's spell level? For instance, if Bone Grinding has a Fatigue Cost of 100-, does that mean it will decrease if the mage has higher death magic level than level 7? 2. Fatigue Cost: I am still confused about this value. First, is it the case that a mage cannot cast a spell over Fatigue Cost of 100, unless his magic level decreases that number? Second, some spells have Fatigue Cost as high as 300-. Who could ever even come close to casting it? Third, how much does each level decrease Fatigue Cost? Is there a formula? 3. Battlefield spells that affect all units, regardless of friend or foe: Some spells, again for instance Bone Grinding, affects "all units" on the battlefield. Why then cast it, if it hurts your troops as well as enemy troops? Is this an error on the guide or does it really mean what it says? 4. Gem using spells: Are these worth it? There seems to be too much micromanagement required to constantly re-supply the mages with gems. |
Re: Urgent Spell Questions
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[ December 14, 2003, 05:30: Message edited by: Teraswaerto ] |
Re: Urgent Spell Questions
1. Yes. Or he can use an extra gem(s).
2. No, he can cast 100, but he'll pass out right away. Anything above requires either higher skill or extra gems to boost magic level if you don't want him to pass out. It's {[listed fatigue/(magic level over required+1)]+spell casting enc}. 3. Yes. Use units that are not affected/have wards/sucide mage missions or at your own risk. 4. It's a lot of micromanagement, true, and I personally avoid it if I can because of that very same reason. They are usually very potent though. The worst thing is that labs are usually far away, so once you cast them it's hard to reload gems to be able to cast them again. I'd love to hear suggestions about how to facilitate the micromanagement process. I already figured out carrying reserve gems on nonmage commanders, but any input would be appreciated. [ December 14, 2003, 05:41: Message edited by: HJ ] |
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1. Call of Winds is a cheap way to get a flying commander to ferry gems around. 2. Put the reserve gems on a scout and have him sneak. That way you won't accidently lose your reserve gems in a fight. |
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I do a similiar type of action with magic items I use for map movement (sea/air travel and such to jump over a lake or attack from an less protected flank). Fly in the appropriate items, move your troops then fly them out when they are not needed. Though this can be risky on scouts if they get assassinated. |
Re: Urgent Spell Questions
Quite a few of the nicer protection / support spells require gems, too -- elemental wards, Warriors of Foo, Wind Guide, the spell that mistforms your entire army, etc. Many are indeed very useful.
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