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Old December 26th, 2006, 09:08 AM
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Default Re: Why Don\'t My Mages Cast the Spells I Tell Them

Quote:
QXel said:
- have your pretender F7 D4 casting over and over Raise Skeletons and NOT Pillar of Fire or Cloud ou Fire or Whatever-wich-strike-hard-and-destroy-the-enemy !!! (fatigue isn't being a problem in this case)
[in fact, and even in Dom2, the IA LOVE casting Raise skeletons .... Not Shadow Blast, not Fear Cloud, not anything BUT Raise skeletons ...]
- have a squad of artillery Mage casting all their overpowered spells on the same enemy groups of pityfull Militia while their heavy infantry cut my troops into pieces on one side and their archers obliterate them on the other side ... (range isn't a problem, as from the first example)
- have the enemy (yes, good for me, but a bit disapointing ...) casting Fire Fly, Flare or anything from Fire Magic onto my full-fire-immune Abysia army ...
- a bit different : had a commander with 'Stay behind troops' makes suddenly a suicide attack on heavy cavalry units, just for fun, during an uncertain battle ...

Raise Skeleton etc aren't good when they aren't massed. The fact that AI prefers to cast them makes it possible for some massed skeleton summons, which can work very well, but is annoying in cases like this. Perhaps mages should prefer to cast spells of their highest path(s)?

Mages casting spells at militia instead of HI or archers is probably due to the fact that targeting HI might kill your own troops, and targeting archers could miss them completely. It could also be due to the fact that militia are easier to kill than HI (no armor) or archers (farther away).

Fire spells won't be cast at totally fire-immune army. Are you sure that there were no Barkskin spells or effects affecting your units (it causes fire resistance to be lowered)?

Stay Behind Troops is a bit strange. In some cases, if the command in question doesn't have a bow and can't cast spells, he will move forward but never past (his own?) troops.
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