.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 January 26th, 2009, 03:14 AM

LDiCesare LDiCesare is offline
Captain
 
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
LDiCesare is on a distinguished road
Default Magic gems, magic duel and returning

I'm trying to do the following with an S9 mage:
Cast teleport, script Magic Duel x 3 + Returning (cost: 5 gems).
I give 6 gems to my mage.
End result: The very first magic duel uses 3 gems, which means, the mage will be unable to finish the script. I suppose giving him 12 gems might cut it, but it's kind of inefficient.
Is there any way to coerce a mage into doing what the scrit says?

I mean, the ai could read the script, check the number of gems required, and make sure it doesn't shoot itself in the foot on first turn of the battle.
Reply With Quote
  #2  
Old January 26th, 2009, 03:44 AM
vfb's Avatar

vfb vfb is offline
General
 
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
vfb is on a distinguished road
Default Re: Magic gems, magic duel and returning

As you say, the only solution with the current game code is to give your mage enough gems that he won't run out even if he goes nuts with fatigue reduction gems.

And even if you give him enough gems, you can still get into trouble. If the opposing army only has 3 leaders, and they are all astral mages, you can rout the opposing forces. If the enemy is routing, gem usage can get turned off, so you: teleport in, fire off your magic duels, and now your immobile god (for example) is stuck in an enemy province with no way out, until you build a lab or the enemy attacks so you can actually cast returning.

It would be really nice if the combat scripting menu had just one more command, "Always cast a specific spell" And then no matter what happens: assassination, scout discovered in province, army attacks, your side routs, the enemy routs; if that action slot is hit and your mage has enough gems, he casts the spell.

I see what you mean about conserving gems so that the first 5 scripted spells can be cast, that would be nice too.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
Reply With Quote
  #3  
Old January 26th, 2009, 04:16 AM

Kuritza Kuritza is offline
First Lieutenant
 
Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
Kuritza is on a distinguished road
Default Re: Magic gems, magic duel and returning

Actually, magic duel seems to be quite speical, in a bad way. Usually, mage doesnt use additional gems if his magic path is high enough. I mean, if you give a D3 SK an extra death gem to cast a soul vortex, we wont use it - he will get 40+ fatique instead (which is a bad thing).
But for a magic duel, mages tend to consume additional gems for some reason, so 'magic duelx2, returning' script fails quite often.
Reply With Quote
  #4  
Old January 26th, 2009, 04:53 AM
OmikronWarrior's Avatar

OmikronWarrior OmikronWarrior is offline
Sergeant
 
Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
OmikronWarrior is on a distinguished road
Default Re: Magic gems, magic duel and returning

This thread brings to mine a question thats been filtering through my mind. Does anyone know how the AI chooses targets for Mind Duel? Will it pick lower level astral mages to maximize chances of a successful duel, or will it pick a "monster" target such as a Seraph first?
Reply With Quote
  #5  
Old January 26th, 2009, 06:26 AM

Digress Digress is offline
Second Lieutenant
 
Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
Digress is on a distinguished road
Default Re: Magic gems, magic duel and returning

I think its random - any astral mage on the battlefield.
Reply With Quote
  #6  
Old January 26th, 2009, 06:38 AM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Magic gems, magic duel and returning

I haven't worked it out, but I know that in my first ever MP game, as Sauromatia against T'ien Ch'i, I recruited a whole load of soothsayers to magic duel the enemy celestial masters. FrankTrollman (for it was he) brought along his high-astral Lord of Plenty, and every single one of my soothsayers killed himself trying to magic duel it.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #7  
Old January 26th, 2009, 06:47 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: Magic gems, magic duel and returning

If it works like other instakill spells, it'll tend to go for high-hp targets first. If so, seraphs would be a high-priority target.
Reply With Quote
  #8  
Old January 26th, 2009, 07:32 AM

LDiCesare LDiCesare is offline
Captain
 
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
LDiCesare is on a distinguished road
Default Re: Magic gems, magic duel and returning

Now I just hope I gave him enough gems... I'm wondering whether my test of 11 gems had been with 2 or 3 magic duels scripted before the returning... I hope 12 gems for 3 duels + returning will be enough.
Reply With Quote
  #9  
Old January 26th, 2009, 11:19 AM

RonD RonD is offline
Second Lieutenant
 
Join Date: Nov 2004
Posts: 449
Thanks: 0
Thanked 3 Times in 2 Posts
RonD is on a distinguished road
Default Re: Magic gems, magic duel and returning

Quote:
Originally Posted by LDiCesare View Post
Now I just hope I gave him enough gems... I'm wondering whether my test of 11 gems had been with 2 or 3 magic duels scripted before the returning... I hope 12 gems for 3 duels + returning will be enough.
If it is an MP game that hasn't hosted yet, you can always submit a new turn file.
Reply With Quote
  #10  
Old January 26th, 2009, 09:22 AM
archaeolept's Avatar

archaeolept archaeolept is offline
Lieutenant General
 
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
archaeolept is on a distinguished road
Default Re: Magic gems, magic duel and returning

magic duel will target the highest astral mage first.

thus, if you give your pretender 1 astral, but always keep him around a bunch of s2 mages, he should be safe
Reply With Quote
The Following 5 Users Say Thank You to archaeolept For This Useful Post:
Reply

Bookmarks


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 10:24 PM.


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