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Old August 19th, 2009, 07:54 PM

chrispedersen chrispedersen is offline
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Default Re: Water 9 Blessing

I think this is likely a bug.

Consider the way the logic is supposed to work. *IF* you have have action points attacking is supposed to deduct the full cost of your attack.

So long as your ap's are positive, you still attack.

So, you have 15 ap. You move for 10. You can still attack - the attack sets the ap to a negative number. Next turn.. you add ap, are greater than 0, so you can still attack.

Now what has to happen to bugger up quickness and spell casting.
All that has to happen is that the AP cost to cast a spell has to be unmodified.

So for example - suppose a creature has 11 ap. Spell casting should cost 11 ap. Casting a spell should cost 11 ap... and so the creature should not be able to attack.

Suppose however that the recipient is now the beneficiary of a 100% quickness - so he has 22 ap. If the program for some reaon failed to update the 'cost' of the spell casting and only deducted 11 ap - then it would leave action points remaining to attack with.

I've never seen it enumerated - but it seems as attacks and spell casting *ought* to take a fixed amount of aps. This would allow units with heroic quickness etc to get multiple actions in a round.

Theoretically we could test this by taking an SCwith heroic quickness, and hitting it time and time again with a combat it cannot lose (blackhawks)- eventually, if I'm right you should see the actions creep up as the heroic bonus continues to creep up from experience.
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