Fear of your own Mages
There's a couple of things about mages that I've been wondering about as far as the design of the game goes and if this effect is intentional. I'm currently playing a game as Arco and just took Pythium's capital. Pythium has a small (20 man) force that may try to move on one of my provinces with a temple. Since I'm greedy, I decided to move some of my forces to that province (I have a fortress right next to it). As I looked thru the commanders the only one with decent leadership was an Astrologer with 1W. I started to script his spells to move him to the province and noticed the "Water spells" and thought "NOOOO!!! he's useless. He'll just Breath of Winter and kill his own bodyguards!" Then I noticed he doesn't have the power and thought "Whew!!". Is this intentional? Is it by design that I'm supposed to be "afraid" to use water mages because of Breath of Winter"? I mean it doesn't matter what you script. If it's a battle over 5 rounds, they WILL cast Breath of Winter if they have the skill.
Also, I'm curious about Astral magic. I've been casting "Tartarian Gate", and all of the ones with Astral Magic are immediately barred from combat (Astral Duel). I'm assuming this was done on purpose, but I'm curious as to why? As it stands, Astral = no combat, no exceptions UNLESS you are the "Astral King". I even remember reading an old post where someone suggested taking a pretender who came with 1 Astral and killing him intentionally to get rid of the Astral! Was this what the devs wanted?
Darryl
|