Quote:
Zooko said:
I just watched a battle and painstakingly transcribed every spell cast by my mages, and what their fatigue was after each turn. I have several questions:
1. Why did the Communion Slaves not cast any spells?
|
Because slaves just stand around stoned unless an enemy unit moves into close attack range of them.
Quote:
2. Why did the Communion Master go out of script on turn 5?
|
Because there were no valid targets for immolation near him?
Quote:
3. Why did a couple of the slaves change their minds and cast a couple of spells at the end of the battle (turn 18).
|
Because some enemy unit moved into attack range of the slaves triggering them? The slaves who began acting ought to be those closest to this hypothetical enemy unit.
Quote:
4. Why does the fatigue get distributed unevenly?
5. Why does the fatigue get distributed differently when the Communion Master casts a spell on one turn than when he casts the same spell on the next turn (turns 6 & 7, turns 9 & 10 & 11, turns 14 & 15, turns 16 & 17)?
|
I wish I knew. I guess it is randomly determined for each spell cast how to divide it amongst the slaves. (Apart from their own spell encumbrance, which is always added in full)
Quote:
6. Why does the Communion Master cast worse spells like Banishment or Solar Rays instead of better spells like Holy Pyre?
|
Because Banishment is a low fatigue spell with a very strong effect for high holy levels, and communion had boosted his holy skill? Against lots of troops, high level banishment is better than high level holy pyre. Against a few troops, holy pyre is better. And then again, perhaps it was just to be contrary.
Quote:
7. Why do my mages sometimes recover as much as 8 fatigue per turn? (4 is due to Summon Earthpower)
|
Because you regain 5 fatigue each round your fatigue is >=100
Hmm. Wish I knew the answers to 4) and 5)
