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June 22nd, 2004, 08:25 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Wind ride & Hellbind heart
Quote:
Originally posted by HJ:
quote: Originally posted by johan osterman:
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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I understand, but blood is specific in that it (almost) always requires "gems" to cast it. This kind of puts it at a disadvantage, since something like HH is not exactly Army of Lead to be considered a waste of gems. I don't know how plausible it would be to make the AI consider low level blood spells just like any other that don't require gems (something like low path requirement or the ones that only require 1 slave to be cast with respect to caster's level), but it would alleviate the problem in this case.
Seems like _something_ like that needs to be done, since there's only about ... one(?) blood spell that doesn't require slaves for casting.
I'm still curious about whether or not _all_ spells that require gems won't be cast, if it's only a commander coming in. If so, then things are (imo) rather screwed, because you can't use your heavy artillery spells against super combatants if they come in alone.
For instance - no casting Storm to keep a VQ or other SC from flying about, which means no casting Summon Storm Power. No casting Wind Guide to help your crossbowmen hit the SC, etc.
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Wormwood and wine, and the bitter taste of ashes.
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June 22nd, 2004, 09:48 PM
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Major General
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Join Date: Jan 2004
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Re: Wind ride & Hellbind heart
Quote:
Originally posted by Cainehill:
I'm still curious about whether or not _all_ spells that require gems won't be cast, if it's only a commander coming in. If so, then things are (imo) rather screwed, because you can't use your heavy artillery spells against super combatants if they come in alone.
For instance - no casting Storm to keep a VQ or other SC from flying about, which means no casting Summon Storm Power. No casting Wind Guide to help your crossbowmen hit the SC, etc.
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I think that most SCs are actually sufficiently heavyweight by themselves to trip the gem usage switch. I've seen gem-usage spells being used against single SCs.
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June 22nd, 2004, 10:45 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Wind ride & Hellbind heart
I don't think it's necessarily a problem with the "is this a serious threat?" evaluation, or with blood spells needing to be more liberal with blood (they already seem very eager to kill all their blood slaves, and I don't want that to happen when an enemy sends one silly unit against my army).
The real issue would seem to be that Hellbind Heart should be an exception to the gem use override, because you don't just want to win - you want to capture.
PvK
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September 14th, 2004, 03:03 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Wind ride & Hellbind heart
Bump.
I'm wondering if this was remedied in 2.13, or if it will be in 2.14? Hellbind Heart (and a very few other spells) the AI shouldn't override just because it's "smarter".
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Wormwood and wine, and the bitter taste of ashes.
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