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Old July 24th, 2004, 06:19 PM

johan osterman johan osterman is offline
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Default Re: bitter pill to swallow

Quote:
Originally posted by Boron:
yeah 50 turns is a bit low . i played around a bit Last days with vq's .
one not so funny thing was when i fought against ermor the ai was quite "clever" and had 10-12 dusk elders/spectators in the army + 5xx undead .
in my first attack i killed ~450 undeads before autoretreat after turn 50. the vq was NOT equipped well.
when i attacked next turn the 12 dusk elders constantly spammed sceletons and that was enough to keep my vq busy for 50 turns ^^.
the problem is that i need 3 turns for buffs and in this 3 turns the ermor dusk elder spawn 100+ undeads . then they can keep a constant spawning of new ones. it was just enough to reach turn 50 always when ~5-10 undead where left some dusk elders got beyond fatigue 100 again and spawned new skelletons .
the main problem for that is the bad ai.
at turn 3 when my buffs are finished most likely the first enemies reach my vq . also i scripted her attack rearmost or attack biggest enemy she just stayed in melee with the skelletons most time . even if she luckily attacks one dusk elder the other will most likely never be attacked because before she attacks the next one she is in melee with some garbage summons like skelettons .

i think if not equipped with really high end equipment ( some uniques ) a vq has almost no chance to ever kill 10-15 death / air mages constantly spamming skelletons or phantasmal warriors/false horrors .
50 combat turns are to short .
it should be increased to 200-250 turns .

you often lose a battle where you get luckily e.g. paralyzed for 30 turns . you would easily beat the enemy army but in the left ~15 turns you can kill only 3/4 or so of the army .
while you can't get damaged because you have e.g. soul vortex + invulnerability up .
What I like about your post Boron, is that your examples works as well or better as an argument to keep a short turn limit.
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