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-   -   getting sick of 'raise dead' (http://forum.shrapnelgames.com/showthread.php?t=35216)

djtool June 27th, 2007 01:11 PM

getting sick of \'raise dead\'
 
the 'hate touch of madness' thread inspired me to vent my displeasure at the lousy sense of timing my deathmages show in regards to this spell.

I'm getting a little peeved at seeing this spell cast multiple times in the beginning rounds of a battle in a province with no corpses, as opposed to casting raise skeletons.

I hope someday this behavior is corrected.

lch June 27th, 2007 01:13 PM

Re: getting sick of \'raise dead\'
 
It's even worse for those visiting necromancers from random events. If they would cast "Raise Skeletons" all the time they would be really powerful, but with only "Raise Dead" without any corpses around they are quite easy to tame.

Edi June 27th, 2007 03:47 PM

Re: getting sick of \'raise dead\'
 
Reported in the bug list. Hopefully Raise Skeletons will get a priority bump in the casting order and Raise Dead a demotion.

Kristoffer O June 27th, 2007 03:50 PM

Re: getting sick of \'raise dead\'
 
> It's even worse for those visiting necromancers from random events. If they would cast "Raise Skeletons" all the time they would be really powerful, but with only "Raise Dead" without any corpses around they are quite easy to tame.

THat's an easy fix. THey have an old grimoire from the days od Dom-ppp and doesn't know the other spell, I would guess.

The priority stuff should consider unburied corpses IIRC, but it might be bugged.

thejeff June 27th, 2007 04:17 PM

Re: getting sick of \'raise dead\'
 
Didn't this work better in Dom2?

I remember scripting casters to "Raise Dead" and having them cast "Raise Skeletons" until people started to die.

A change in the priority code, I suppose.

vfb June 27th, 2007 07:13 PM

Re: getting sick of \'raise dead\'
 
Raise dead works pretty well for the AI in the arena though. http://forum.shrapnelgames.com/images/smilies/happy.gif


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