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Touch of madness on longbows? Ai issue
Is there any way a small improvement to the ai can be made where it does not cast touch of madness on archers? The ai is not supposed to to be dumb, and that is just plain dumb.
I have trolls etc to man front lines, and 60 longbows to shoot the enemy archers behind the walls. AI casts touch madness on my archers and has them stacked up behind my front lines in perfect formation for the enemy god to get them all with a couple of fire clouds. |
Re: Touch of madness on longbows? Ai issue
Touch of Madness has pretty low range. Did you script your mages to cast the spell? If they were ordered to cast it and the longbows were the only target in range, they couldn't have done otherwise.
Sometimes the mages decide to cast berserk spells on stupid targets on their own, and that is indeed a problem, but it's quite rare. It's most annoying when they target other mages. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Touch of madness on longbows? Ai issue
It's also possible they were aiming at more useful targets, but missed.
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Re: Touch of madness on longbows? Ai issue
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Re: Touch of madness on longbows? Ai issue
No, they were not scripted to cast touch of madness.
Two other useful changes I would like to see for mages, is (1)where after you set your 5 spells, to have an option to cast only "offensive" spells. Spells can be broken down between offensive(spells that do damage and kill enemies) and all other spells. An option should exist for your mages to cast only offensive spells. There are times when you only want your troll commander to cast bladewind(like when you are fighting micitan MA), and repeated casting of legions of steel on archers is not needed. (2) An option where mages only use gems when they are specifically scripted to cast a spell that uses gems. I may want mass regeneration cast once per battle, and no other spells that use gems(swarm). I know you can have a melee commander carry gems and feed them after a battle 1 at a time to the mage, but why not eliminate micro management? |
Re: Touch of madness on longbows? Ai issue
Oh, I've seen a lowly mage cast it on his own pretender. Tell me THAT'S not going to hurt his karma...
Nature mages also used to need to be kept well away from Abysians. Haven't tried that combo lately, 'tho. |
Re: Touch of madness on longbows? Ai issue
Let's fix blink while we are at it thanks! I just love it when an astral caster goes through his scripted routine then blinks into the enemy ranks <3.
This normally only happens in the early parts of the game, the AI finds more worthwhile things to cast later on, but early on it can be pretty annoying. |
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Heck, if there's any chance this could actually be coded, I'd be happy to volunteer to categorize spells... |
Re: Touch of madness on longbows? Ai issue
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-Max |
Re: Touch of madness on longbows? Ai issue
I suggested the breaking-down of spells before, in the lenghty list of suggestions I made prior to the release of Dom 3. Offensive spells, support spells, defensive spells, and whatever the Heck else. Would've been really nice. Being able to toggle gem usage on/off for individual commanders would be nice, too, to make them save the gems they carried for later, more important showdowns.
I think it'd also be nice, though a lot of work for our programming duo, to have spells be more 'intelligent' and dynamic. But I guess that one goes without saying. |
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