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June 22nd, 2004, 04:55 AM
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Second Lieutenant
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Join Date: Sep 2003
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Re: Wind ride & Hellbind heart
Thanks for the reply. Yes, the Skrattis are in the front row. I tried with 5 slaves now, and they still won't do it. I'm pulling in regular commanders, astrologers, mystics and Orokestes the Arco hero.
The only other thing I can think of is that I have a drain 3 dominion. But even so, the guy with blood 3 and 5 slaves should be able to cast it without problems.
Really annoying.
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June 22nd, 2004, 05:01 AM
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Major General
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Re: Wind ride & Hellbind heart
Are they holding the blood slaves personally, or are you using mules in the back? Are there any "stray" mages consuming the blood slaves before your Skrattis can use them? It seems like you have a reasonable setup that SHOULD work....unless.....aha!
I see the problem.
The problem is that the mages are being too smart for their own good: They're not casting because Hellbind Heart requires gems to cast....and a lone enemy commander is, apparently, unworthy of having gems wasted on him. So your mages refuse to cast the spell.
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June 22nd, 2004, 05:09 AM
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Second Lieutenant
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Re: Wind ride & Hellbind heart
They have all the slaves in their gembox, and the only thing that's consuming them is their Breath of Winter...
Quote:
Originally posted by Norfleet:
The problem is that the mages are being too smart for their own good: They're not casting because Hellbind Heart requires gems to cast....and a lone enemy commander is, apparently, unworthy of having gems wasted on him. So your mages refuse to cast the spell.
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So, in order for it to ever work, I would have to have pure blood mages? I mean, all battle blood magic requires "gems", and if they know any other path they'll always have something else to cast.
As I said, if we cannot have full control over battles, at least the AI shouldn't pretend to be smart and abandon scripts when they are doable.
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June 22nd, 2004, 05:23 AM
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Corporal
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Join Date: Mar 2004
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Re: Wind ride & Hellbind heart
I think they'd still abandon the script if they think it's too excessive. They'd probably end up casting Bleed or Agony or something stupid like that...
__________________
My plans are always practical! It's the laws of physics that get in the way of my success!
I found out what zombies are weak against.
Oh?
Point blank annihilation.
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June 22nd, 2004, 06:51 AM
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General
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Join Date: Jun 2003
Location: az
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Re: Wind ride & Hellbind heart
This topic sounds like another reason for gamers to have a way of disabling spells for commanders. Hopefully we'll see this added into dominions_3.
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June 22nd, 2004, 10:56 AM
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Captain
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Join Date: Aug 2003
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Re: Wind ride & Hellbind heart
Quote:
Originally posted by HJ:
They have all the slaves in their gembox, and the only thing that's consuming them is their Breath of Winter...
quote: Originally posted by Norfleet:
The problem is that the mages are being too smart for their own good: They're not casting because Hellbind Heart requires gems to cast....and a lone enemy commander is, apparently, unworthy of having gems wasted on him. So your mages refuse to cast the spell.
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So, in order for it to ever work, I would have to have pure blood mages? I mean, all battle blood magic requires "gems", and if they know any other path they'll always have something else to cast.
As I said, if we cannot have full control over battles, at least the AI shouldn't pretend to be smart and abandon scripts when they are doable. People used to complain when AI didn't abandon scripts and wasted gems in underwhelming forces. Before the script override you could teleport in a single commander before you walked in a separeate army, thus depleting all the gems of the spellcasters before the main force arrive. This was a complaint from dom 1 that was remedied for dom 2.
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June 23rd, 2004, 01:26 AM
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Major
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Join Date: Nov 2003
Location: Finland
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Re: Wind ride & Hellbind heart
A "spell casting AI override on/off" switch in the orders menu would be nice, though I have no idea how much work something like that would entail.
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