|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 11:46 AM
			
			
			
		 |  
	| 
		
			|  | 
 Captain |  | 
					Join Date: Sep 2004 Location: France 
						Posts: 961
					 Thanks: 2 
		
			
				Thanked 12 Times in 8 Posts
			
		
	      |  |  
    
	| 
				 Casting first in defence + endgame spells 
 After having seen some battles like the castle storming I posted here : http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1 
My conclusion is :
 
I'd like a game mechanic to be created, making impossible to use any *instant* offensive spell affecting the whole battlefield in round one (like Master Enslave, Rain of Stones, Earthquakes, Bone Grinding, Arcane Domination, Undead Mastery, Unraveling, etc...) so the attacker has one round to cast army buffs (defender would still be able to use these spells first in round two, so the defensive advantage would not be reduced too much). 
 
* Continuous effects (like wrathfull skies, fire storm, astral tempest, etc) are not concerned, as well as even large AE spells if they have limited range -a well positioned force can always reduce their effects- 
 
Using mages AI it may be easy to implement (if a -10000000 value can be given to these spells during round one only, so they are overwritten if scripted) and I think it would make endgame battles far more interesting (real battles instead of round one victories for the defender if he has good mages and a sufficient number of gems for them -and even if attacker engage far more mages, unable to protect their army/themselves in round one they are worthless-)
 
Your thoughts ?
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 12:13 PM
			
			
			
		 |  
	| 
		
			|  | 
 Colonel |  | 
					Join Date: Oct 2007 Location: in a sleepy daze 
						Posts: 1,678
					 Thanks: 116 
		
			
				Thanked 57 Times in 33 Posts
			
		
	      |  |  
    
	| 
				 Re: Casting first in defence + endgame spells 
 Twan, I watched those battles.  Wouldn't the attacker have actually come out better if they had also scripted Undead Mastery?  In your game, you as the defended would have taken control of Ermor's hordes only to lose them when he as the attacker "re-took" them over.
 In that case, going 2nd would be an advantage it seems since the defenders gems and fatigue would be spent with little to show.
 
 Playing that out could lead to some cat and mouse psychology - perhaps the defender waits a round to let the Attacker go first, then casts theirs as a counter...
 
				__________________i crossed blades with the mightiest warriors of the golden age.  i witnessed with sorrow the schism that led to the passing of legends. now my sword hangs in its scabbard, with nothing but memories to keep it warm.
 |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 12:19 PM
			
			
			
		 |  
	| 
		
			
			| 
 General |  | 
					Join Date: Oct 2007 Location: Poland 
						Posts: 3,414
					 Thanks: 26 
		
			
				Thanked 73 Times in 49 Posts
			
		
	      |  |  
    
	| 
				 Re: Casting first in defence + endgame spells 
 You can cast Undead Mastery and next mage can cast Antimagic to affect your new troops. |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 12:26 PM
			
			
			
		 |  
	| 
		
			|  | 
 Lieutenant Colonel |  | 
					Join Date: Nov 2005 Location: Lund, Sweden 
						Posts: 1,377
					 Thanks: 72 
		
			
				Thanked 25 Times in 20 Posts
			
		
	      |  |  
    
	| 
				 Re: Casting first in defence + endgame spells 
 I've done that. My opponent got mighty angry afterwards.   |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 12:31 PM
			
			
			
		 |  
	| 
		
			|  | 
 Captain |  | 
					Join Date: Sep 2004 Location: France 
						Posts: 961
					 Thanks: 2 
		
			
				Thanked 12 Times in 8 Posts
			
		
	      |  |  
    
	| 
				 Re: Casting first in defence + endgame spells 
 Even if Ermor had scripted such a spell, it wouldn't have been a sufficient counter as between my undead mastery and his action I had cast antimagic (+4 MR is an huge difference meaning he would have only re-enslaved one third or so of the undeads). 
 Also to cast a spell his mages had to be alive after my turn (actually only one or two of his human mages survived the rain of stones and attacks by the enslaved troops, when I saved all mine with fog warriors, mass protection and will of the fates -and I just used one rain of stones, when I could have cast several earthquakes too in first round-). Of course he may have cast with tartarians, summoned mages (ethearals or with numerous hp) or given armor to all his mages. But the cost to protect all mages (or use a sufficient number of summoned ones) is so huge it's not really an option.
 |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 12:34 PM
			
			
			
		 |  
	| 
		
			|  | 
 Colonel |  | 
					Join Date: Oct 2007 Location: in a sleepy daze 
						Posts: 1,678
					 Thanks: 116 
		
			
				Thanked 57 Times in 33 Posts
			
		
	      |  |  
    
	| 
				 Re: Casting first in defence + endgame spells 
 Ahh..forgot about the Anti-Magic buff.  That would make a huge difference. 
				__________________i crossed blades with the mightiest warriors of the golden age.  i witnessed with sorrow the schism that led to the passing of legends. now my sword hangs in its scabbard, with nothing but memories to keep it warm.
 |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 12:35 PM
			
			
			
		 |  
	| 
		
			
			| 
 National Security Advisor |  | 
					Join Date: Nov 2006 Location: Oxford, UK 
						Posts: 5,921
					 Thanks: 194 
		
			
				Thanked 855 Times in 291 Posts
			
		
	      |  |  
    
	| 
				 Re: Casting first in defence + endgame spells 
 I think I agree with Twan. It's pretty annoying. |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 12:42 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Apr 2004 Location: La La Land (California, USA) 
						Posts: 1,244
					 Thanks: 0 
		
			
				Thanked 30 Times in 11 Posts
			
		
	      |  |  
    
	| 
				 Re: Casting first in defence + endgame spells 
 I like the way it is.  By the end game, human mages are useful only on the defense.  What's wrong with this?  The defender must have an advantage.
 
				__________________No good deed goes unpunished...
 |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 12:46 PM
			
			
			
		 |  
	| 
		
			
			| 
 First Lieutenant |  | 
					Join Date: Feb 2008 Location: Reno, Nevada 
						Posts: 605
					 Thanks: 11 
		
			
				Thanked 5 Times in 5 Posts
			
		
	      |  |  
    
	| 
				 Re: Casting first in defence + endgame spells 
 If you're so concerned about a defending force, use armor on some mages to soften them up.  Use rituals to soften them up.  Use assassins to soften them up.  Use items that spread disease and damage their supplies to soften them up.  
 An enemy that's holed up is very little threat to you besides the rituals they can cast.  Take a page from The Art Of War: meet strength with weakness.  Meet weakness with strength.  Flow around the enemy's strongpoints.  You don't HAVE to attack an enemy at the height of their power.  Be creative!
 |  
	
		
	
	
	| 
			
			 
			
				May 1st, 2008, 12:51 PM
			
			
			
		 |  
	| 
		
			
			| 
 General |  | 
					Join Date: Oct 2007 Location: Poland 
						Posts: 3,414
					 Thanks: 26 
		
			
				Thanked 73 Times in 49 Posts
			
		
	      |  |  
    
	| 
				 Re: Casting first in defence + endgame spells 
 But system like that makes VP games really not fun. You can stack many domes, put a fort and laugh at every invading army. |  
	
		
	
	
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		 Linear Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |