View Full Version : Army Buffs
Manuk
April 25th, 2007, 01:06 PM
I had a game using elephants & nature mages.
So I scripted regeneration on elephants who where close to the mage but instead they targeted some archers quite far from them. Bad.
A simple solution for this misunderstandings is reduce the range of this spell so there's no chance at all that those mages do something so useless instead of what would be cool to have regenerating berseked elephants. not regenerating archers and plain elephants.
Olive
April 25th, 2007, 01:18 PM
Maybe did they target the archers because the area of effect of the spell contains more archers than elephants ?
Manuk
April 25th, 2007, 01:21 PM
maybe. I don't know how they pick their targets.
Ewierl
April 25th, 2007, 02:46 PM
Target picking for army buffs is often crap. I love it when mages cast Berserkes on archers- or better yet, on other mages!
Which I suspect happened in the same game, so we've both been screwed by this, Manuk http://forum.shrapnelgames.com/images/smilies/wink.gif
As for Regeneration, both long-range and short-range versions would have their different uses, so I wouldn't say that the spell really needs to be altered. Long range means more and more units can be given regeneration as the battle progresses, though you do lose the precise targeting.
Manuk
April 25th, 2007, 02:56 PM
No, that was in Tempest game against Velusion, but I won that battle, only that it would be better if they did as I expected (they ignored berserk all the way).
In the battles against you I didn't try to enchant the mamooths just try to leave clear they retreat so they don't trample my mages.
Sombre
April 29th, 2007, 12:52 PM
It's also fun to see my mages spamming legions of steel on fanatics. Great work boys, way to waste earth gems!
MaxWilson
April 30th, 2007, 07:01 PM
Legions of Steel doesn't require any gems, so at least you're only wasting fatigue. (Unless you meant that they use gems to reduce fatigue.)
Strength of Giants, on the other hand, would be ideal.
-Max
BigJMoney
April 30th, 2007, 07:20 PM
Am I going crazy? I posted an extremely in-depth suggestion for a new way for the scripting to work regeneration. It was a very long and precise post, and I think it had some good ideas.
Anyone remember seeing it? Did it get erased? I'll post again later if I have the energy.
=$= Big J Money =$=
Manuk
April 30th, 2007, 08:59 PM
Sorry, searched the forums for your posts but the only one mentioning the word "regeneration" is this one.
MaxWilson
May 1st, 2007, 06:08 PM
I never saw it, and I would have remembered a post like that. Maybe the forum gave you the "Preview" page instead of submitting immediately, and you didn't notice. If you're still up for it I'd like to hear what you meant to say.
-Max
BigJMoney
May 2nd, 2007, 07:05 PM
Basically, I was thinking the casting of regeneration should be based on hit points rather than number of units. And it should be slightly skewed toward larger hp individuals.
<font color="blue">HPs * (HP-1)/HP</font>
HPs = total hitpoints of squad
HP = hitpoints of average unit in squad
An example would be 10 burning ones:
(10 burning ones * 23 hitpoints) * 22/23
230 * .957 = <font color="white">220.11</font>
Compare this to 23 Militia:
(23 militia * 10 hitpoints) * 9/10
230 * .900 = <font color="white">207.00</font>
...you can see that the spell prefers to regenerate the burning ones. If you wanted to skew it even more towards high HP units, you could use: <font color="blue"> HPs * sqrt/HP </font>
=$=
Manuk
May 2nd, 2007, 07:55 PM
I think that also, bigjmoney. But there's a specific system for each spell or a general casting preference?
I know that curse, horror mark and in fact any individual harmful spell is targeted for the biggest enemy unit but for friendly units I completely ignore how is.
I suspect that is the same way for avery spell.
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.