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March 6th, 2004, 03:26 PM
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Second Lieutenant
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Join Date: Nov 2003
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Re: buggy blade wind?
Wow. I didn't notice this. It was very powerful pre-2.08, too.
I haven't experimented with 2.08 due to Utgard and the increased battle replay inconsistency in SP. This looks like perhaps a third reason not to.
I wonder if the devs would comment on this. I don't have any real answers for you. The only thing I can think of is that blade wind is distractable with small numbers of troops in a unit just as archer fire is. Does it look as if it's being aimed at a small unit off the screen that you can see?
Even in 2.06 it would occasionally target a close group of high protection shielded troops and when far juicier non-commander targets weren't that far away. Might that be what is happening?
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March 6th, 2004, 06:02 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: buggy blade wind?
The Blade Wind has not been changed. Every shot lowers presicion with one or something like that (always has). This means that the Last 50th blade will deviate a lot if the target is at some distance. IIRC the targeting engine is not altered between 2.06 and 2.08.
A possible reason is that the spell AI do not cast protective buffs as often and instead begin the battle with Blade Wind. At long distance the deviance is higher and thus you experience a drop in hits.
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March 6th, 2004, 06:49 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
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Re: buggy blade wind?
Quote:
Originally posted by Kristoffer O:
The Blade Wind has not been changed. Every shot lowers presicion with one or something like that (always has). This means that the Last 50th blade will deviate a lot if the target is at some distance.
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I'm curious about the deviation formula.
I think it is generally agreed that combat accuracy is lower than intuitively optimal.
I know many players who concentrate exclusively on Precision 100 spells, because the current ballistic algorithm makes it nearly impossible to hit anything at long range.
Can you please describe the deviance formula in more detail?
Am I correct in assuming that deviation is heavily weighted to be *away* from the optimal target point rather than symmetrically randomized?
If so, the way to "fix" the maddening inaccuracy with combat spells (hits everywhere, except the target...) may be to have not only a trajectory spread, but allowing the deviance to potentially self correct.
That may help solve the current "never hit anything, basically ever" vs. "really ridiculously tight grouping with precision buffs, which are therefore extremely rare" dichotomy.
What do you folks think?
Rabe the Tactically Divergent
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March 6th, 2004, 07:22 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: buggy blade wind?
I don't understand what you mean.
(What does intuitively optimal mean?)
Deviance is symmetrical with an increasing deviance area depending on distance.
I'm actually rather uncertain on the mechanics.
[ March 06, 2004, 17:23: Message edited by: Kristoffer O ]
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March 6th, 2004, 07:26 PM
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Corporal
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Join Date: Jan 2004
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Re: buggy blade wind?
Quote:
(What does intuitively optimal mean?)
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I guess it means something like
OMG WTF i could have won but those frigging SOB's never hit with that damn spell!!!11!!
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March 6th, 2004, 08:20 PM
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Corporal
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Join Date: Jan 2004
Location: Canada
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Re: buggy blade wind?
Yeah, the best word I can use to describe battlefield spells like Bladewind:
"Teh Suq"
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March 6th, 2004, 08:29 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: buggy blade wind?
I too think that many of the lesser spells lack something like 2 points in precision. Its so weird do see all these fireballs, bladewinds, and flares hit every empty square possible, *around* the intended target, as if there was a deflector raised before the intended unit.
I know that they are not supposed to be that powerful, but as of now its a waste of mage to script most of these spells. With the lowering of gold income in dom2, a mage is even more valuable than before. As the battlefield in dom2 has been enlarged, I think it would be ok to raise a bit the precision, to compensate the loss in power of the spells.
A mod can change that, but most of the players play with standard dominions rules.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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