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  #1  
Old March 13th, 2009, 09:54 PM
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Default Re: Conceptual Balance Mod 1.41

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Originally Posted by Amhazair View Post
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I'm fighting Executor's leftover AI Sauromatian army in turn 80 of World in Crisis, and an AI D7 witch king killed himself and his vampire army with a couple Bone Grindings (he wasn't carrying gems). He probably would have been much better off spamming Disintegrate. The AI really likes Bone Grinding if it can manage to cast it, even when it's up against an army of high-HP thugs and SCs where no-one has MR less than 18.
I can confirm this is true. I played in a game with Ermor, and I had something like 4 thousand troops on the screen, and the r'yleh player had it setup to cast the undead enslave spell. The caster who had been buffed by the communion just cast bone grinding multiple times instead :P

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That entire game was epic fail on the part of the AI. I lost more than half a dozen battles with HUGE Ermorian armies because my wind mages thought it would be a great idea to cast arrow fend instead of mass flight the latter of which would have flown them over the castle walls in a heartbeat.

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  #2  
Old March 7th, 2009, 03:10 AM
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Default Re: Conceptual Balance Mod 1.41

It's pretty easy to mod a spell so that the AI casts it only when scripted. Make Bone Grinding a personal buff spell that gives haste or something other insignificant and the #nextspell the real effect.
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Old March 8th, 2009, 04:04 AM
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Default Re: Conceptual Balance Mod 1.41

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It's pretty easy to mod a spell so that the AI casts it only when scripted. Make Bone Grinding a personal buff spell that gives haste or something other insignificant and the #nextspell the real effect.
I'm sorry for double posting but I need to clarify this statement (Damn I hate the new editing system).

There is a bug in this system, since if the caster already has Haste, he won't cast the spell even if scripted (since the AI thinks that the hacked spell is just a personal buff to give haste). So that means that you can't cast this spell twice in row, since the first casting gives you haste. There are workarounds over this:

1) Make the haste effect mr easily negates. Since most high level casters have ridicilous mr, they will basically never actually get it, but there would still be a problem of some friendly casted "Haste" on the caster (unlikely, but within the realm of possibility)

2) Make it mr negates easily and make it give Twist Fate + haste. Now even if the buff affects the caster, the bone grinding will likely wipe out the "Twist Fate" effect and the only way the AI won't cast it is if the caster has Haste and Twist Fate both active. I really can't see that happening by accident.

I have the solution 1 working on a single spell in my Alugra mod on a spell that heals all fatigue but blinks the caster (I really didn't AI casting such a risky spell unscripted). QM, if you're intrested I could start testing the solution 2 on bone grinding.
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  #4  
Old March 9th, 2009, 06:41 PM
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Default Re: Conceptual Balance Mod 1.41

Why was Bone Grinding dropped from 100 fatigue to 99 anyway? It wasn't like no-one was casting it in Vanilla, at least in the games I played.
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  #5  
Old March 10th, 2009, 08:16 PM
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Default Re: Conceptual Balance Mod 1.41

is the version in the first post the latest of this?
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  #6  
Old March 11th, 2009, 10:03 AM

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Default Re: Conceptual Balance Mod 1.41

Poopsi - I think so, yes. The versions labelled 1.41b, 1.41c etc are in fact confusingly by chrispedersen. 1.41 is QM's latest version.
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  #7  
Old March 13th, 2009, 05:57 AM

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Default Re: Conceptual Balance Mod 1.41

So, is there any chance control will revert back to normal in CB?

Amongst other things, ape nations are simply castrated by a 0-gems, 1S Control spell; take monkey summons away from them and they are left with low-quality troops and mighty monkey PD (tm).
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Old March 13th, 2009, 09:34 AM

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Default Re: Conceptual Balance Mod 1.41

Just realized Control is now a 0-pearls, S3 spell.

Still sucks to be magic beings reliant or use golems against a free Control. Now there will be less stupid deaths amongst raiding Golems encountering a lizard Shaman, but still its not hard to get an S3 communion with just S1 mages and charm all magic being thugs and SCs on the battlefield.
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Old March 13th, 2009, 09:50 AM

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Default Re: Conceptual Balance Mod 1.41

Isn't control mr negates? I would think a golem would be pretty damn hard to control
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  #10  
Old March 13th, 2009, 10:04 AM
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Default Re: Conceptual Balance Mod 1.41

If your opponent has good astral, I think magic duel is a much worse plight for you then control spam for the golems.

There's no resistance roll for duel.

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