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  #1  
Old June 9th, 2005, 04:48 PM

magnate magnate is offline
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Default MR & SP

Two completely separate questions, sorry.

1. How does MR work? I know how Att/Def and Str/Prot work, but when a unit is the target of a spell for which "MR negates", what is the MR checked against and what dice are rolled? Sorry if this is a pretty basic question but I don't know how much MR is proof against which mages. (I have a nasty suspicion that this is an RTFM question but I can't find it so far.)

2. I've got to the point where I can win SP games easily because the AI doesn't ally against me. I can either win by waiting patiently for SCs, which it doesn't deal with very well, or simply by recruiting and managing conventional troops better than it, or by crushing it with battlemages and globals. So I'm looking for a challenge, along the lines of The Power Of The Eye scenario, where AI nations start off allied (in pairs in the first instance, though I'll increase the challenge later ....). Before I do this myself by editing map files, has anyone done such a thing already? I know Gandalf produces random maps, which are fascinating but don't solve the basic AI problem (they kill each other and I win). If anyone has produced map files specifically orientated towards SP, please point me towards them.

Many thanks in advance,

CC
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  #2  
Old June 9th, 2005, 05:08 PM
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Alneyan Alneyan is offline
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Default Re: MR & SP

Basic penetration of a spell is 10 (or 11 maybe), plus bonuses given by items and higher levels in the path, and Magic Resistance is used to protect yourself against such spells. Spells that are easily negated result in a +4 bonus to MR for all targets of the spell. As usual, 2 open-ended dice are rolled to determine whether a spell works or not.

Hmm... I cannot think of one map really made for SP play, with AI alliances. It should be easy enough to do though. I believe Gandalf has one such map (Us vs them), with three allied AIs, but don't quote me on that.
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Old June 9th, 2005, 05:23 PM

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Default Re: MR & SP

Quote:
magnate said:
So I'm looking for a challenge, along the lines of The Power Of The Eye scenario......
Play MP
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Old June 9th, 2005, 05:33 PM

The_Paladin The_Paladin is offline
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Default Re: MR & SP

Alneyan is right about the magic resistance stuff AFAIK though I believe the basic penetration is 11, not 10.

Indeed I'm almost certain Gandalf does have a few such maps that provide additional challenge depending upon who you select to play. Orania - nasty edition for example I think one is called.

If you want more challenge from you AI experience however for any map, I have had great success over the last while with some utilities I wrote. Since I felt there were others out there like me who enjoyed a game against the AI once in a while, I published them in this thread.

Look at utility 1, called GenMM. It is easy to use and should allow you to provide yourself with as big a handicap as needed.
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Old June 9th, 2005, 06:25 PM
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Default Re: MR & SP

Quote:
magnate said:
2. I've got to the point where I can win SP games easily because the AI doesn't ally against me. I can either win by waiting patiently for SCs, which it doesn't deal with very well, or simply by recruiting and managing conventional troops better than it, or by crushing it with battlemages and globals. So I'm looking for a challenge, along the lines of The Power Of The Eye scenario, where AI nations start off allied (in pairs in the first instance, though I'll increase the challenge later ....). Before I do this myself by editing map files, has anyone done such a thing already? I know Gandalf produces random maps, which are fascinating but don't solve the basic AI problem (they kill each other and I win). If anyone has produced map files specifically orientated towards SP, please point me towards them.

Many thanks in advance,

CC
You win easily with weaker nations/themes like Tien Chi S&A, Pan New Age etc. vs. impossible AIs on a crowded map ?

I myself find it quite difficult to win with a weaker nation on Sharivar/Karan with all Nations e.g..
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Old June 9th, 2005, 07:20 PM

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Default Re: MR & SP

Magnate,

I have created a few scenarioes based on the maps and such for testing AI behavior under certain circumstances. Some are quite challenging without being *too* cheezy.

The main problem with this is that you have to give the Computer a hand up with magical sites, starting spells and equip their pretender/commanders right.

So in effect you lock out certain nations which people tend to like to play. You also have to cater their dominions exactly how you want them to deal with the poor choices in scales that even Impossible opponents tend to make.

A good example of this is the Shepherds scenario, but to a greater extent.

If anyone would like a few of these scenarios go ahead and PM or Email me and I'll try to shuffle them off.
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Old June 9th, 2005, 08:28 PM

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Default Re: MR & SP

Thanks for all the replies ...

Alneyan - so for proof against a basic spell penetration of 11 I need MR of 21 or 22, right? (21 if a draw means a save, 22 if a draw means the spell takes effect) I presume that the bonus for high paths is +1 per path level higher than needed to cast the spell. I know it's not exactly proof because of the open-ended rolls, but apart from that possibility (which you can never eliminate altogether), MR of 21 or 22 should be enough for most things ...?

Ironhawk - thank you, I am doing precisely that. I'm looking for an SP challenge to take up my spare time ...

Boron - no, I confess that I've not played every single theme! I will continue to explore them all, but I have to say that so far I've not found the theme to make much difference, providing I capitalise on its advantages and play around its weaknesses. I am playing pretty crowded maps though, where capitals are often only 2 or 3 provinces apart. In my last game I was stunned to hear Atlantis wiped out on turn 10 or so - it turned out they'd started two provinces from Ulm and Ulm's stronger dominion had snuffed them. Interesting. I will try S&A and New Age and see how they go.

Zen - yes please! I've not tried any mods or maps yet except the ones included in the installation, so I'm up for downloading some new scenarios. I have to say that Power Of The Eye is my favourite so far.

Cheers all,

CC
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Old June 9th, 2005, 08:28 PM

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Default Re: MR & SP

P.S. Paladin - thank you also, I'm reading your thread now.
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Old June 10th, 2005, 12:57 AM
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Default Re: MR & SP

Quote:
magnate said:
Boron - no, I confess that I've not played every single theme! I will continue to explore them all, but I have to say that so far I've not found the theme to make much difference, providing I capitalise on its advantages and play around its weaknesses. I am playing pretty crowded maps though, where capitals are often only 2 or 3 provinces apart. In my last game I was stunned to hear Atlantis wiped out on turn 10 or so - it turned out they'd started two provinces from Ulm and Ulm's stronger dominion had snuffed them. Interesting. I will try S&A and New Age and see how they go.

Wow that's pretty good winning crowded maps vs. impossible AIs. I always find that quite difficult .

You could do the following to quickly improve the AI a little bit more:
Add this line to one of the mods you are playing, best to Zens Scales:
"#supplymult 1000"
This way there is 10 times more supply than in vanilla.
Furthermore you can also add
"#resourcemult 1000"
then there are 10 times more Resources too. This will help yourself too but at least the impossible AIs tend to build at least 20, rather 40-50 national troops per turn in their Capitol, their only fort.
Especially Ulm or Jotunheim are then much more dangerous earlygame since they will attack you with "hordes" of black knights or Jotuns.

This will help you at least a short time and then hopefully The_Paladin has published his tools, then you can make the AI as challenging as you want .
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  #10  
Old June 10th, 2005, 04:32 AM
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Default Re: MR & SP

Quote:
magnate said:
Thanks for all the replies ...

Alneyan - so for proof against a basic spell penetration of 11 I need MR of 21 or 22, right? (21 if a draw means a save, 22 if a draw means the spell takes effect) I presume that the bonus for high paths is +1 per path level higher than needed to cast the spell. I know it's not exactly proof because of the open-ended rolls, but apart from that possibility (which you can never eliminate altogether), MR of 21 or 22 should be enough for most things ...
No... if you have MR 10 you will lose ~64% of the time, ~54% at 11, ~46% at 12, ~38% at 13, and so forth (numbers are sort of vaguely remembered, not exact). Each side has a 2d6* added. Consult the die roll thread for details... but you only need MR 11 or 12 to usually be safe, and you're never always safe. 18 (pretender MR) is fairly safe. Additional spell levels give +1 per 2 levels IIRC, and there are penaid items like the Rune Smasher... and Dominion also affects MR. People like Magic+3 in MP.

Actually I forget if a tie strikes or not, but it says in the die roll chart thread...
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