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Old February 17th, 2006, 10:51 AM
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Default Re: Caelum questions

I had a critical battle in my SP game, and wanted to see what different effects quickness had on the outcome. After all my orders were complete, I saved, quit, and backed up the directory (only way I figured out how to save a turn).

4 times, with 13 mages 20 light infantry and about 60 archers, this army was beaten by a TC army of 3 mages, 127 various units (most ranged) and 7 Celestial soldiers. All 4 battles each of my mages started with quickness. All were crushing defeats, losing most of my forces, and over half of my commanders..the ones still passed out.

I took quickness off this last time, and basically scripted the same spells just w/o quickness. This time I only lost 25 (most of the Caelum light infantry, and a few bowmen), and killed 72, all his CS and 4 commanders.

The CS in the first 4 battles plowed through screen, and nailed my archers. Most of the mages blew their wads before getting in optimal range, so by the time the CS hit my lines, every mage was over 100 fatigue. The last battle, they had atleast 2 turns of pretty high hit/miss ratio spells.

Without reinvig, or nature mage backup, quickness I think is a liability. I think summon scripts would work fine with quickness, as the more on the field at once, the better...but for most any script that relies on Prec...I think I am going to leave quickness out.
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