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December 11th, 2006, 01:13 PM
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National Security Advisor
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Location: Eastern Finland
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Re: Suggestion - Black/Whitelist for Battlespells
Quote:
Graeme Dice said:
Which is quite frankly, impossible, since the spell is strictly inferior to fire darts.
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That's why my answer was followed by "I don't know why or how. The host didn't happen with debug on, right? The log file would help a lot in trying to find out the why."
I don't know how the AI works. I don't know how it got result saying Fire Flies is a better choice.
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December 11th, 2006, 01:47 PM
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First Lieutenant
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Re: Suggestion - Black/Whitelist for Battlespells
I replayed one more and here a complete battle spell review (i've overseen 2 times the use of Fire Darts):
First 5 Battle Turns like i scripted: Summon Earthpower, Phoenix Power, Flame Bolt, Flame Bolt, Flame Bolt
Battle Turn 6 / Fatigue 16: Ironskin
Battle Turn 7 / Fatigue 17: Flying Shards
Battle Turn 8 / Fatigue 20: Fire Darts
Battle Turn 9 / Fatigue 21: Flying Shards
Battle Turn 10 / Fatigue 24: Fire Flies
Battle Turn 11 / Fatigue 25: Flying Shards
Battle Turn 12 / Fatigue 28: Flying Shards
Battle Turn 13 / Fatigue 31: Fire Flies
Battle Turn 14 / Fatigue 32: Flying Shards
Battle Turn 15 / Fatigue 35: Fire Darts
Battle Turn 16 / Fatigue 36: Flying Shards
Battle Turn 17 / Fatigue 39: Fire Flies
Battle Turn 18 / Fatigue 40: Flying Shards
Battle Turn 19 / Fatigue 43: Rout & Flee
Instead of using mainly fire magic (because of Fire Susceptible) there was an use of:
7 x Level 0 Flying Shards
3 x Level 0 Fire Flies
2 x Level 1 Fire Darts
1 x Level 3 Ironskin
Alteration 3 and Evocation 2 was researched.
I would never choose the level 0 spells, the level 1 Fire Darts is better in all cases. Especially for regenerating giants i would like to see flame bolts which costs just a little more fatigue (20/4=5).
To be on my suggestion: I had blacklist Fire Flies, Flying shards and Flare (because giants are big so bolts are better vs giants) and whitelist flame bolts.
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December 11th, 2006, 02:13 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
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Re: Suggestion - Black/Whitelist for Battlespells
We have gone over this time and again. The result is always the same: the developes do not want to do it. Heck they do not even want to include a "repeat last spell" which would be far easier to include from a development point of view.
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December 11th, 2006, 02:15 PM
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National Security Advisor
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Re: Suggestion - Black/Whitelist for Battlespells
Quote:
Huzurdaddi said:
We have gone over this time and again. The result is always the same: the developes do not want to do it. Heck they do not even want to include a "repeat last spell" which would be far easier to include from a development point of view.
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"Have not included" is'nt the same as "do not want". It could be either, or some third choice. I don't know, but I doubt you know either.
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December 11th, 2006, 06:56 PM
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General
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Re: Suggestion - Black/Whitelist for Battlespells
Quote:
Endoperez said:
"Have not included" is'nt the same as "do not want". It could be either, or some third choice. I don't know, but I doubt you know either.
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There's several big issues/suggestions where the community could use a short official statement from the devs of illwinter. The community doesn't need to know the reasons for the decision whether it's a technical, personal or time issue, but the quick answer would provide closure for many of these debates.
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December 12th, 2006, 02:39 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
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Re: Suggestion - Black/Whitelist for Battlespells
Quote:
Endoperez said:
Quote:
Huzurdaddi said:
We have gone over this time and again. The result is always the same: the developes do not want to do it. Heck they do not even want to include a "repeat last spell" which would be far easier to include from a development point of view.
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"Have not included" is'nt the same as "do not want". It could be either, or some third choice. I don't know, but I doubt you know either.
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Incorrect. They have posted before ( on the DomII boards ) that they did not want to do it. Pretty much case closed, no matter how good of an idea it is.
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December 13th, 2006, 05:55 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: Suggestion - Black/Whitelist for Battlespells
Quote:
Huzurdaddi said:
Incorrect. They have posted before ( on the DomII boards ) that they did not want to do it. Pretty much case closed, no matter how good of an idea it is.
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Sorry, I didn't remember any comments in this. Case closed, then.
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December 13th, 2006, 06:16 AM
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Second Lieutenant
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Re: Suggestion - Black/Whitelist for Battlespells
I understand why they don't want to allow player control on white/blacklist : it would give human players anoterh way to outsmart the AI, unbalancing more the single player game.
What I think could be a good compromise would be a simple way to mod a blacklist (there is already an internal blacklist in the game, meaning that some rare spells won't be cast if not scripted too, but sme spells should be added to it, such as touche of madness)
Note that this is a global blacklist, meaning that both humans and AI players use it, so no advantage for neitheir.
Of course there's already a way to do it by modding the spells (Of course a way to configure this in the game settings would be easier to use that making a mod.
) :
- remove a spell and it will never be cast (even if you want)
- or, if you still want to be able to cast the spell in specific situations, another solution would be to add a gem cost of 1 to the spell.
What if I made a mod addding 1 gem cost to berserk spells (berserk and touche of madness) and maybe some others ?
What spell(s) others that those 2 seems like tthey shouldn't be cast unscripted ?
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