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View Full Version : I *hate* unscripted Touch of Madness.


Taqwus
June 25th, 2007, 07:45 PM
An unscripted Touch of Madness can send one's archers, mages, or pretender counter-productively running into melee, and there's no "execute the caster for treason or capital stupidity" option.

For, say, Arco -- where it's useful to have priestesses tagging along with your armies, for the healing and prayers -- is there a good workaround other than scripting every priestess and hoping they take the hint after five non-ToM orders?

Sombre
June 25th, 2007, 08:20 PM
Mod touch of madness to be very high level, like N9D9, thus removing it from the game.

bananafish
June 26th, 2007, 11:27 AM
i agree... or at least have the AI do a better job of making sure there is a squad melee troops close enough to have this cast upon. and not cast it if mages are present w/in the squad.

TwoBits
June 26th, 2007, 11:36 AM
Count me in the "hate" column too. Often I'll try to keep level 2 or above nature mages out of combat just to avoid this problem.

Heck, if it was merely a matter of a pointlessly wasted spell (think Earth mages spamming Legions of Steel), or even of wasted gems (mage thinks, "hmm, I think we need another puny elemental in this already lopsided battle..."), that'd be one thing.

But this spell gets friendly units killed. And sometimes very valuable units!

I think there needs to be a way to disable the AI from casting certain spells. This has often been suggested before though...

Sandman
June 26th, 2007, 12:06 PM
It should just give the beserker ability, without actually making the target beserk.

PyroStock
June 26th, 2007, 12:22 PM
there needs to be a way to disable the AI from casting certain spells

HoneyBadger
June 26th, 2007, 01:27 PM
They should just add a "cast friendlies/cast enemies" option and be done with it. Then you could set a mage to either cast spells at your own troops, or at the enemy troops-no enemies close enough? your mage sits his *** down.

B0rsuk
June 26th, 2007, 03:03 PM
The problem is, Touch of Madness looks good on paper. You'd never cast it on mages or archers, so you never consider it...

Moving the spell to the same category as Breath of Winter (scripts only) would solve it once and for all. No real drawbacks, because the Touch has small range, so it has to be cast at the beginning of the battle anyway. While the infantry is still on Hold&Attack.

Alternatively, it shouldn't be very hard to make it so it's only cast on infantry, flyers or cavalry but NOT on units with missile weapons. But I think this kind of change never happened in a patch before, so I'd be happy enough with BreathOfWintering it.

Cor
June 26th, 2007, 04:21 PM
I am also a hater.

sum1lost
June 26th, 2007, 05:29 PM
It's come in handy in chaff vs. undead chaff battles, but apart from that...

I've lost valuable units to it.

thejeff
June 26th, 2007, 05:35 PM
I don't know. It's not that bad.
Pangaea's sent lots of his centaur archers charging down field at me.

Taqwus
June 26th, 2007, 06:55 PM
Might be interesting turned into a target-enemy spell instead, but yeah -- I'd rather see it get flagged as 'only when scripted'. Don't think that's moddable, is it?

Jazzepi
June 26th, 2007, 06:58 PM
thejeff said:
I don't know. It's not that bad.
Pangaea's sent lots of his centaur archers charging down field at me.



I must say, this is exactly why people hate it. When you have 150-200 archers and your mages spam that stupid spell all over them.

Jazzepi

Shovah32
June 26th, 2007, 07:34 PM
Its only a range 15 spell so it should be possible to place your unscripted nature mages far away from your archers/mages ect(maybe near but still a little behind the front lines and with a few body guards. That could even help by making your own troops berserk).

lch
June 27th, 2007, 03:06 PM
The funny thing is, if you *try* to use it effectively, by berserking some Thugs/SCs, it tends to fail. The caster will either select another far away staple of units, or cast something entirely different. http://forum.shrapnelgames.com/images/smilies/laugh.gif
To minimize range and thus the ability of the AI to select unwanted units, you sometimes even have to take your lesser nature mages into battle, or not research too high. Because with enough gems, they'll still cast the more powerful version.

Ewierl
June 27th, 2007, 04:11 PM
Count me in on a big vote for "don't cast unscripted." The number of times I've seen my mages send each other charging down the battlefield is ridiculous...

Especially as MA man, where you don't have the option to keep nature mages out of combat, where your mages are physically weak, and where you want to cluster your mages a bit for other reasons (Soothing Song).