.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old April 2nd, 2007, 12:58 PM

Xietor Xietor is offline
Lieutenant General
 
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
Xietor is on a distinguished road
Default Touch of madness on longbows? Ai issue

Is there any way a small improvement to the ai can be made where it does not cast touch of madness on archers? The ai is not supposed to to be dumb, and that is just plain dumb.

I have trolls etc to man front lines, and 60 longbows to shoot the enemy archers behind the walls. AI casts touch madness on my archers and has them stacked up behind my front lines in perfect formation for the enemy god to get them all with a couple of fire clouds.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
Reply With Quote
  #2  
Old April 2nd, 2007, 01:20 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Touch of madness on longbows? Ai issue

Touch of Madness has pretty low range. Did you script your mages to cast the spell? If they were ordered to cast it and the longbows were the only target in range, they couldn't have done otherwise.

Sometimes the mages decide to cast berserk spells on stupid targets on their own, and that is indeed a problem, but it's quite rare. It's most annoying when they target other mages.
Reply With Quote
  #3  
Old April 2nd, 2007, 01:38 PM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: Touch of madness on longbows? Ai issue

It's also possible they were aiming at more useful targets, but missed.
Reply With Quote
  #4  
Old April 2nd, 2007, 01:38 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Touch of madness on longbows? Ai issue

Quote:
Xietor said:
Is there any way a small improvement to the ai can be made where it does not cast touch of madness on archers? The ai is not supposed to to be dumb, and that is just plain dumb.

Unfortunately to play a safe battle nature mages need to stay away from archers and other mages... otherwise I've also seen them cast beserk spells on archers and/or mages. The lvl_1 nature mages should be okay.
__________________
There can be only one.
Reply With Quote
  #5  
Old April 2nd, 2007, 01:54 PM

Xietor Xietor is offline
Lieutenant General
 
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
Xietor is on a distinguished road
Default Re: Touch of madness on longbows? Ai issue

No, they were not scripted to cast touch of madness.

Two other useful changes I would like to see for mages, is (1)where after you set your 5 spells, to have an option to cast only "offensive" spells.

Spells can be broken down between offensive(spells that do damage and kill enemies) and all other spells. An option should exist for your mages to cast only offensive spells. There are times when you only want your troll commander to cast bladewind(like when you are fighting micitan MA), and repeated casting of legions of steel on archers is not needed.

(2) An option where mages only use gems when they are specifically scripted to cast a spell that uses gems. I may want mass regeneration cast once per battle, and no other spells that use gems(swarm). I know you can have a melee commander carry gems and feed them after a battle 1 at a time to the mage, but why not eliminate micro management?
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
Reply With Quote
  #6  
Old April 2nd, 2007, 02:12 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Touch of madness on longbows? Ai issue

Oh, I've seen a lowly mage cast it on his own pretender. Tell me THAT'S not going to hurt his karma...

Nature mages also used to need to be kept well away from Abysians. Haven't tried that combo lately, 'tho.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #7  
Old April 2nd, 2007, 04:39 PM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: Touch of madness on longbows? Ai issue

Let's fix blink while we are at it thanks! I just love it when an astral caster goes through his scripted routine then blinks into the enemy ranks <3.

This normally only happens in the early parts of the game, the AI finds more worthwhile things to cast later on, but early on it can be pretty annoying.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #8  
Old April 3rd, 2007, 04:28 PM

Ewierl Ewierl is offline
Sergeant
 
Join Date: Jan 2005
Location: Rhode Island, USA
Posts: 359
Thanks: 1
Thanked 0 Times in 0 Posts
Ewierl is on a distinguished road
Default Re: Touch of madness on longbows? Ai issue

Quote:
Xietor said:
No, they were not scripted to cast touch of madness.

Two other useful changes I would like to see for mages, is (1)where after you set your 5 spells, to have an option to cast only "offensive" spells.
I'd been thinking something very much like this as well. Combat spells could be pretty easily categorized into a handful of groups: attack (direct damage/death/paralyze etc), harass (slow/penalize/curse etc), summon, and buff. Then, mages could have an option for after their specific script runs out to choose, for example, "cast buff" rather than just the "cast spells" currently available.

Heck, if there's any chance this could actually be coded, I'd be happy to volunteer to categorize spells...
Reply With Quote
  #9  
Old April 3rd, 2007, 07:48 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: Touch of madness on longbows? Ai issue

Quote:
Ewierl said:
Heck, if there's any chance this could actually be coded, I'd be happy to volunteer to categorize spells...
That would be really cool. I wonder, though--historically, do game changes that require UI alterations get made in patches, or only in the next version of Dominions?

-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
Reply With Quote
  #10  
Old April 3rd, 2007, 08:56 PM

SafeKeeper SafeKeeper is offline
Corporal
 
Join Date: Oct 2004
Posts: 84
Thanks: 0
Thanked 0 Times in 0 Posts
SafeKeeper is on a distinguished road
Default Re: Touch of madness on longbows? Ai issue

I suggested the breaking-down of spells before, in the lenghty list of suggestions I made prior to the release of Dom 3. Offensive spells, support spells, defensive spells, and whatever the Heck else. Would've been really nice. Being able to toggle gem usage on/off for individual commanders would be nice, too, to make them save the gems they carried for later, more important showdowns.

I think it'd also be nice, though a lot of work for our programming duo, to have spells be more 'intelligent' and dynamic. But I guess that one goes without saying.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:49 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.