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  #1  
Old April 25th, 2008, 03:54 PM
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Default Re: AI spell casting priorities

Blink should also not get too much priority or at best not be autocasted by the AI at all. It is just not that funny when your yogis (or any other S1 mage i suppose) blinks in the path of retreating enemy archers and gets slain.
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Old April 25th, 2008, 04:35 PM

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Default Re: AI spell casting priorities

I'm going to say fire flies and fire darts. They are pretty useless spells in MA and LA.

I don't think sermon of courage is a problem. It seems to be always cast by an indy priest and that is all he can cast and doesn't have the range for melee troops.

Blink should be removed from the AI list. I do not see it often, only rarely, but I never have seen it used well. That is a spell for a thug or SC, not some 10 HP unequipped mage.

AI does skelly spam and other undead well. Elemental summoning is almost always done poorly.

I do not pay attention to buffs that the AI casts so I do not know how applicable they are.

I do not think I see enough long range damage spells other than smite and a very occasional paralyze.
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  #3  
Old April 25th, 2008, 05:32 PM
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Default Re: AI spell casting priorities

High level astral mages cast paralyze (at SC's)too often, when soul slay (or enslave mind) would usually be a much better choise.

This is in another ballpark as arrow fend and bone grinding and the like of course. I've never yet seen paralyze overwrite a scripted spell.
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Old April 25th, 2008, 08:30 PM

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Default Re: AI spell casting priorities

I think it would be nice if after the scripted spells (assuming it did cast those) it will use those spells for the rest of the battle too.
(when my volva (+ light of northern star) are spamming soulslay for 5 turns... I don't want them to cast other spells after that.. there is a REASON I've scripted it 5 times.
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  #5  
Old April 25th, 2008, 11:46 PM
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Default Re: AI spell casting priorities

Quote:
Aezeal said: I think it would be nice if after the scripted spells (assuming it did cast those) it will use those spells for the rest of the battle too.
(when my volva (+ light of northern star) are spamming soulslay for 5 turns... I don't want them to cast other spells after that.. there is a REASON I've scripted it 5 times.
The problem with that is when you run into something you weren't expecting, and your scripted orders aren't as useful as other spells would be.

I've got one solo game where the script I'd used was fine against the indy provinces I was attacking, but the two battles that occurred when Ernor attacked the same provinces, on the same turn that I did, needed much different scripts. If my priests hadn't started banishing after their script ran out, I would have lost both battles. (I didn't even know Ernor was my closest neighbor until we blundered into each other the first time.)
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  #6  
Old April 26th, 2008, 12:32 AM
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Default Re: AI spell casting priorities

Just as useful as a blacklist in my opinion, would be a 'cast this only' spell, for skellespamming, soulslay spamming, frozen heart, etc. just like how you can set fire, or attack.

Anyway, to answer KO's question, the one's I've noticed a lot are spells others have mentioned, namely; Astral Shield, Fire Shield.

Fire Flies could probably be lowered some, if a mage can cast fire darts, it pretty much always should over fire flies.

Phoenix Power, Earthpower, and Eagle Eyes could use a raise in their value, to help the AI.
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Old April 26th, 2008, 02:02 AM

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Default Re: AI spell casting priorities

On the idea of not using gems on retreating enemies: There is a case where they are still useful: spells that will transfer units to your side.
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Old April 26th, 2008, 05:12 AM
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Default Re: AI spell casting priorities

One of the spells that sends my blood pressure to the roof is Flying Shards (Fire flies is another, for the same reason). Often gets priority over magma bolts and blade wind after scripts end, even over more useful spells like Strength of Giants, Legions of Steel and other things that could be cast.

Fireball and Acid Bolt seem to get much lower priority than they should from mages who can cast them, while Flare gets a much greater one (and is far worse for fatigue).

At the same time, it would be nice if the indie AI grimoire was improved some. It needs to have Fire Darts, Fireball and Magma Bolts added to it for the evocations so that mages other than Air can actually do something other than stand around watching grass grow (which is what flying shards and fire flies amount to most of the time).

Basically any spell that is in the shortlist with a mention of priority should perhaps be looked at. I know Arrow Fend is there and fire and astral shield are already listed as fixed on the progress page, so they're greenified.
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Old April 26th, 2008, 06:48 AM

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Default Re: AI spell casting priorities

Having played MA ulm in single player recently, I can confirm that flying shards gets cast too much.

Summon earth power has too low a priority as my smiths would almost never cast it without scripting. While it is quite useful.

Another thing is that the smiths really prefer casting legions of steel and weapons of sharpness on my independent archers instead of my heavy infantry marching toward the enemy.
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Old April 26th, 2008, 07:52 AM
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Default Re: AI spell casting priorities

Comments, please. Would this rule work like I think it would?

Gems won't be spent after round 5.

Scripted mages will follow their script, and not spend games after their script ends. Non-scripted mages and mages of AI nations can use their gems to cast gem-expensive spells.


About buff spells:

Banned buffs:

Only when scripted (because these are personal buffs more suitable for thug/sc units):

Astral Shield
Fire Shield
Personal Quickness
Blink
Flight (caster-only)
Breath of Winter
Water Shield
Charge Body
Soul Vortex
Barkskin (for poor Abysia)
Stoneskin (there are units with chill aura and Earth)
Invulnerability (Ironskin should be enough for mages, and there might be earth mages with poison aura)

Preferred buffs:
Buffs mages SHOULD cast, if they can:

Summon Water Power
Summon Storm Power
Phoenix Power
Summon Earthpower
Strength of Gaia
Air Shield
Personal Luck
Ironskin
Mistform

Spells I'm not sure about:
Mirror Image
Resist Magic
Iron Will
Personal Regeneration



Combat spells
Preferably, any buff spells/gem-expensive spells would have higher priority in the beginning, and would drop below direct damage spells of the same priority level in few turns. Thus, mages start by casting Luck/Body Ethereal, then quickly change into mind burn/paralyze or better spells.

Astral:
never unless scripted: Blink, Returning, Vortex of Returning, Solar Brilliance, Astral Healing, Soul Drain, Unraveling,

Priority classes, from lowest to highest. The spells in the same priority should be cast over spells of lower priority, but should be pretty much interchangeable against different armies.

Star Fires, Healing Light, Horror Mark
< Mind Burn, Body Ethereal, Luck, Nether Bolt, Arcane Bolt,
< Paralyze, Solar Rays, Stellar Cascades, Battle Fortune,
Astral Geyser
< Soul Slay, Enslave Mind, Light of the Northern Star, Nether Darts, Astral Fires, Control, Opposition

AI nations should give these high priority, otherwise low priority/never cast. If my suggestion in the beginning would happen to be integrated, these would have fairly high priority.
Doom, Battle Fortune, Will of the Fates, Antimagic, Arcane Domination, Master Enslave, Astral Tempest.



I did this list by going through the manual's list of Astral spells. I'm not that experienced in competitive multiplayer, so please correct me if I'm wrong. If someone would like to help in making similar lists for the rest of the paths, I'd be very grateful.
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