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  #1  
Old November 12th, 2007, 10:24 PM
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Default Spell usage for melee units with magic

I have been playing with the Yomi recently and I have been a bit confused as to the Dai Oni's lack of spell usage when not scripted.

For example, in a recent battle, one of my Dai Oni was in the midst of battle and had taken quite a bit of damage. I would assume, in the next round, it would have cast a spell, such as Soul Vortex or Drain Life (both were researched), but, instead, it just attacked again. The Dai Oni's fatigue was only at around 18. The Dai Oni's command was set to "attack closest."

So, my question is, is there any way, outside of scripting (since that would be very limiting, at 5 maximum scripts, for an attacking Dai Oni), to have a unit attack and use spells. Or do units set to attack cast spells automatically, if they can, and this was just one of those times the AI decided to attack rather than cast a spell?

Thanks for your help.

P.S. I apologize if this is a repeat of another posting. I searched but could not find another posting of a similar type.
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  #2  
Old November 12th, 2007, 10:36 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: Spell usage for melee units with magic

I'm afraid not. Once you script attack closest, it stays till the end of battle. You could script nothing after your last spell, but you're going to cast more spells.
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Old November 13th, 2007, 12:59 AM

konming konming is offline
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Default Re: Spell usage for melee units with magic

AI is too stupid to do what you want. If you let it attack, it will not cast spells under any circumstances. If you do not give it orders, it will cast (presumably stupid) spells but not attack.
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Old November 13th, 2007, 01:44 AM

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Default Re: Spell usage for melee units with magic

Usually this isn't so much a big deal, at least for me, though.. because you either want your guy casting a few buffs and then attacking for the rest of the time, or you want him to sit back and cast the whole time. I guess maybe for a few cases I can see wanting to attack, then cast, then attack.

It would be cool if we could script out like 10 commands in a row, but normally for me 5 is enough.
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Old November 13th, 2007, 03:59 AM

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Default Re: Spell usage for melee units with magic

Don't script the final, continuous order. The combatant will randomly attack or cast spells, which can be amusing to watch.
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  #6  
Old November 13th, 2007, 04:52 AM
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Default Re: Spell usage for melee units with magic

Quote:
Sir_Dr_D said:
Don't script the final, continuous order. The combatant will randomly attack or cast spells, which can be amusing to watch.
I think it will default to spell casting though, unless he's adjacent to an opponent.
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Old November 13th, 2007, 06:29 AM

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Default Re: Spell usage for melee units with magic

You could try attackx5 then cast spells. Once in melee they only have a certain probability of being able to cast spells, but they will at least try.
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  #8  
Old November 13th, 2007, 06:47 AM
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Default Re: Spell usage for melee units with magic

What is the best way to use Soul Vortex? I read somewhere that it is a good spell for a SC, but have no idea how to make a SC use it.
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Old November 13th, 2007, 08:56 AM

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Default Re: Spell usage for melee units with magic

Soul Vortex is a continuing spell. It's a buff. Script it, then attack. Every round it sucks life from enemies (everyone?) around the caster and transfers it too him.


With solo SCs I've had some success with scripting a couple buffs, attack, attack then cast spells. Once the enemy reaches them, they'll sometimes attack and sometimes cast those cool short range AE spells, shockwave, immolation, whatever. Fire or water bless pretenders work well for that.
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Old November 13th, 2007, 01:29 PM
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Default Re: Spell usage for melee units with magic

Soul Vortex will kill enemies and friends alike.

Left without orders, a commander will try to cast spells, not fight. But if you
insure that he gets in melee range, he will have a good (50%) chance to attack.
Unfortunately, sometimes he will cast some REALLY tiring spells.

Dai Oni should be scripted with 5 buffs, and 'launched'. They are incredible
fighters.
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