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  #11  
Old March 6th, 2004, 08:56 PM

SurvivalistMerc SurvivalistMerc is offline
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Default Re: Reasons why the computer will not cast the spells you script

Good idea, miviyan, regarding storming castles.

I can also tell you...get a group of R'lyeh starspawns and script them with quickness, stellar cascades x 4. They don't follow orders. Not even when you increase their astral power to 5 or 6 each with starshine skullcap and another commander using banner of the north star. This makes stellar cascades rather cheap. And it's precision 100.
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  #12  
Old March 6th, 2004, 09:00 PM

SurvivalistMerc SurvivalistMerc is offline
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Default Re: Reasons why the computer will not cast the spells you script

I meant range 100. Because "out of range" is a very good, valid reason for the computer to refuse to do what you tell it to do.
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  #13  
Old March 6th, 2004, 11:17 PM

mivayan mivayan is offline
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Default Re: Reasons why the computer will not cast the spells you script

Stellar cascades is range 30, precision 100. So range could be the reason.
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  #14  
Old March 7th, 2004, 04:59 AM

Norfleet Norfleet is offline
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Default Re: Reasons why the computer will not cast the spells you script

Quote:
Originally posted by Arryn:
quote:
Originally posted by Argitoth:
untits with quickness just go through thier script twice as fast, they don't randomly pick a spell for the extra action.
Actually, they sometimes do. I have seen a mage do: Pick 1, Random, Pick 2, Pick 3, Pick 4, Random, Pick 5. I've also seen other combos.
A unit with a NORMAL level of quickness, that enables it to take only two actions per round, will follow its script, and burn through it 2x faster.

A unit with quickness that allows it to take *3* or more actions per round will take two actions out of its script, then perform the rest of the actions of the round according to the "final" command like Attack, Spells, Stay Behind, etc.

So if a unit with 3 actions/round is scripted to do (Mirror)(Personal Luck)(Mistform)Attack, it will cast Mirror Image, then Personal Luck, then Attack, then next round it will cast Mistform, and continue Attacking.
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  #15  
Old March 7th, 2004, 05:07 AM

SurvivalistMerc SurvivalistMerc is offline
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Default Re: Reasons why the computer will not cast the spells you script

mivayan,

You're right. I read precision 100 and didn't notice the shorter ranger. Now it all makes sense.
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  #16  
Old March 9th, 2004, 11:19 AM
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Default Re: Reasons why the computer will not cast the spells you script

OK. Well it would be nice to know what anyone "at the top" thinks about this. Could this be changed? I think it would be really worth it.
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  #17  
Old March 14th, 2004, 06:26 PM

Goad Goad is offline
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Default Re: Reasons why the computer will not cast the spells you script

I found out the hard way not to bother with wind guide when my Sidhe Lord, 9 Daoine Sidhe bodyguards, 4 knights and 60 longbowmen were routed by about a dozen hobugs & a mage casting mind burn. Thank you AI. I lost 30 archers, all 4 knights, and 3 Daoine Sidhe while my Daoine Lord amused itself casting protection and sermon of courage.

It's just as effective, much more reliable, and quite a lot cheaper just to have a couple air 1 mages cast aim-aim-aim-aim-aim. Just keep your archers off to themselves or the stupid mages will cast aim on militia instead of the longbowmen.
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  #18  
Old March 14th, 2004, 06:52 PM
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Tuna-Fish Tuna-Fish is offline
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Default Re: Reasons why the computer will not cast the spells you script

Quote:
Originally posted by Norfleet:
A unit with a NORMAL level of quickness, that enables it to take only two actions per round, will follow its script, and burn through it 2x faster.

A unit with quickness that allows it to take *3* or more actions per round will take two actions out of its script, then perform the rest of the actions of the round according to the "final" command like Attack, Spells, Stay Behind, etc.
How exactly can you get over 2 actions/turn?
iirc, there are 5 ways to increase amount of actions:
1. Spell quickness (+1 action)
2. Boots of quickness (+1)
3. W9 blessing (+½)
4. Spell quickening (+1)
5. Champion trident (+1)
What all of them stack?
W9 blessing and the Trident stacking with quickness would make sense, but do boots of quickness and the spell stack? What about quickening? Do they ALL stack?
And when they stack, is it just adding or multiplying? (ie boots & spell = 3 actions or 4?)
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  #19  
Old March 14th, 2004, 07:00 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Reasons why the computer will not cast the spells you script

Quote:
Originally posted by Tuna-Fish:
[QB]How exactly can you get over 2 actions/turn?
iirc, there are 5 ways to increase amount of actions:
All magical quickness effects, such as that from the boots of quickness, the jade armor, the quickness spell, and the champion's trident give you an extra action per round, but do not stack with each other. Heroic quickness does stack with these items, as I have a 125% heroic quickness unit with a jade armor that gets 5 attacks the first round, and 4 attacks the second round.
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  #20  
Old March 14th, 2004, 08:19 PM

Norfleet Norfleet is offline
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Default Re: Reasons why the computer will not cast the spells you script

Quote:
Originally posted by mivayan:
Maybe the gem-saving ai should be disabled when storming a castle, since castles are sometimes defended by a small number of very strong mages and your huge army cant get at them because of the walls. The gem-saving ai is great to avoid wasting gems on small battles, but the storming of a castle is often carefully planned.
Yeah, don't think it's possible to wind up ACCIDENTALLY storming a castle, unlike, say, winding up in a fight with a scouting force instead of the main army you were expecting.
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