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Old March 4th, 2009, 04:44 PM

Omnirizon Omnirizon is offline
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Default Re: uncastable spell scripting (and can the AI cast newly researched spells?)

why not be able to script them? I frequently encounter this issue, or else I wouldn't ask about it. in early game it is of course encountered, in mid game too; even in late game it comes up most games because I may lag one research school but then find I'm suddenly being thrown in a fight (through your typical late game surprises) where I need a particular spell from a school I've been ignoring next turn. Due to all my mages I may be able to go from level 0 to level 5 in one turn.

it would sure be nice to be able to script those spells. I think this is a common and meaningful scenario.

all it involves is making all spells available to script, in much the same way that all spells of a given school at your current research level are already available (with the ones that you can't cast right then greyed out).

just that should be an almost trivial addition to make. It shouldn't be much of a hassle at all.

if the devs wanted to spruce it up then they could have a little filter interface where you select what paths and schools you want to view. but even without that, I'd trade a cluttered spell selection for being able to script spells I might have next turn.


Lastly, this is made more meaningful because the current way favors situations were a player will get a key spell that the AI favors (like raise dead/skeletons). That player will get an extra advantage over another player who just got a key spell that the AI will never cast but that can be very crucial for a given battle (some resistance spell perhaps).
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