View Full Version : AI spell casting priorities
Kristoffer O
April 25th, 2008, 01:45 PM
Hi,
Seems like some spells might be too popular.
I've heard about:
Astral Shield
Arrow Fend (recently heard of this, so I'm not sure how bad it is)
Any others since last patch?
sector24
April 25th, 2008, 01:48 PM
Bone Grinding (typically over Undead Mastery)
Zeldor
April 25th, 2008, 02:01 PM
Kristoffer:
Black list! We want the ability to set a list of spells that our mages are forbidden to cast!
Jazzepi
April 25th, 2008, 02:01 PM
Zeldor said:
Kristoffer:
Black list! We want the ability to set a list of spells that our mages are forbidden to cast!
Seriously. This would fix most of the problems.
Jazzepi
ano
April 25th, 2008, 02:15 PM
+1 vote for blacklist.
If you really want to fix the problem, it will be definitely the best fix
Amhazair
April 25th, 2008, 02:38 PM
Okey, people. I suspect KO has already heard about the blacklist idea, and that it won't be very easy to implement.
While a blacklist might fix some issues, that's not the point here. KO is asking specifically for spells that have too high spellcasting priority, probably with the intention of fixing that. Wether or not at one point in the future there might possibly be thought of maybe adding a blacklist feature, it won't be today, nor tomorrow. In the meantime having the priority of the ridiculously popular spells lowered would be wonderful, so the least we can do is help the guy out when he asks for input instead of throwing requests for a new feature in his face.
Having said all that, I can't think of one not already mentioned right now, but I'll definitely keep my eyes open.
Edit: Oh, and thanks, KO, for caring.
thejeff
April 25th, 2008, 02:40 PM
KO, would the simplest solution be to boost the bonus added to the scripted spell?
At least it looked like that was what was going on in the debug log.
NTJedi
April 25th, 2008, 02:49 PM
Here are some battlefield spell annoyances:
Priests casting 'sermon of courage' on archers instead of the nearby melee troops marching forward. Melee troops should always be targeted first over archers.
Mages casting elementals like 'living earth' when the enemy is already retreating. This becomes a total waste of gems and shouldn't be casted while the enemy is retreating.
---
I agree with Natpy... spellcasters with 12 hitpoints or less should never cast fireshield unless scripted.
Natpy
April 25th, 2008, 02:51 PM
Fire shield
thejeff
April 25th, 2008, 02:55 PM
Targeting is a different issue.
Lowering priorities for Summons, especially gem using summons would be nice. Slow summons while the enemy is already retreating are pointless.
I'd say the AI over prioritizes summons in general. Raise Dead spam is nice, but usually summons aren't that effective.
No gem use when the enemy army is routed? I can't think of a reason. As long as beserk or other unroutable units are considered.
Kristoffer O
April 25th, 2008, 03:01 PM
Thanks Amhazair http://forum.shrapnelgames.com/images/smilies/happy.gif
I'm just looking for particular spells atm, since I think I might be able to fix that. It should be quite simple to change factors on priority, but I don't think I can manage major changes. Thus I want only to know spells that seem to be overly popular.
quantum_mechani
April 25th, 2008, 03:17 PM
Fire flies seems to get prioritized an unfortunate amount. At the very least fire darts should almost always trump it. As mentioned, fire and astral shield are probably too high.
Also, it doesn't matter much to most players, but it would probably help new players and the AI if all the summon ____power spells were very highly favored.
Evil Dave
April 25th, 2008, 03:18 PM
I have to agree w/ summoning, especially after the enemy has routed. If possible, I'd like gem-cost summoning only if scripted.
And while I'm wishing, I really would like a blacklist. http://forum.shrapnelgames.com/images/smilies/happy.gif I've studied the debugging output... and maybe, hypothetically, some things not entirely in compliance with the game's licence... http://forum.shrapnelgames.com/images/smilies/wink.gif and it doesn't look too hard. The real question I think is whether it's worth the Devs' time vs. the long list of bugs and other feature requests.
To get back on topic, is there any way of reducing the priority of Wooden Warriors/Mass protection when my army is facing an army with a lot of heat/fire effects, Abysia especially? I can certainly see that adding checks for this one may be too hard.
Sombre
April 25th, 2008, 03:29 PM
Astral shield seems rather high priority too.
Hadrian_II
April 25th, 2008, 03:54 PM
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.
Edratman2
April 25th, 2008, 04:35 PM
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.
Amhazair
April 25th, 2008, 05:32 PM
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.
cleveland
April 25th, 2008, 06:04 PM
Marble Warriors seems to take priority over Army of Gold, strangely.
<font color="red">Edit: This is not necessarily true, as I was using Army of Gold improperly. </font>
Wrana
April 25th, 2008, 06:33 PM
Is it possible to lower priority for gem-using spells in general? This is the reason I need to park gems in some scout/fighter commander & transfer tham to mage each turn - or else hust not use gems... http://forum.shrapnelgames.com/images/smilies/frown.gif I don't think that this amount of micromanagement is much fun...
Tuidjy
April 25th, 2008, 07:09 PM
I hate Touch of Madness. With a passion. It should never be cast unscripted.
I never leave a mage unscripted, but I know that if the AI decides that a nature
spell is not worth the gems, it will default to Touch of Madness, and send
archers or mages into the fray. At the end of the battle, the number of
casulties precisely matches the number of targeted units.
And not a single gem should be used against a retreating enemy, ever. What
really sucks, and I have seen it happen at least once, is when the AI decides
that it does not need Arrow Fend when I am storming a castle, but once the
enemy has routed, summoning some Air Elementals is a damn good idea. Arrow
Fend, by the way, is one of the spells I'd love to see as "scripted only".
If you can't be bothered to script it, you should not benefit from it.
Sombre
April 25th, 2008, 07:45 PM
If you can't be bothered to script it you shouldn't benefit? That's a weird thing to say. For one thing, who would ever benefit from arrow fend being cast unscripted? Only the AI would have air mages of sufficient skill kicking about with handfuls of gems and no script and most of the time it would still be a bad choice of spell.
Also, why the hostility towards people who don't script? I can't be arsed with the micro hassle of it most of the time. I script when I want certain powerful spells cast or have a definite battlemage script assigned to a number, but that's about it.
I personally think all spells which require gems (other than blood spells) should be 'script only'. The only problem there is the AI nations obviously wouldn't cast any combat spells requiring gems, which is a pretty big problem I admit.
It would definitely be good if any spells which are likely to either be a waste of gems/time or harmful to your own side (like berserk causing spells) were either really low priority or script only. Niche spells like ones only useful to thugs (shields, breath of winter etc), ones which summon neutral creatures (lammashtas, horrors etc) and so on should all be low priority or script only. That way unscripted mages would be more likely to cast something generally useful.
VedalkenBear
April 25th, 2008, 07:56 PM
For myself, I can think of at least one instance where summoning elementals during a 'rout' could be useful; that is, summoning air elementals to hit the rear to cause more casualties. However, this would be contingent on summoned elementals attacking the rear, and only really applies to air elementals.
I'd like to second _any_ spell that causes creatures to go berserk is very unhealthy.
vfb
April 25th, 2008, 08:06 PM
Sombre said:
...
I personally think all spells which require gems (other than blood spells) should be 'script only'. The only problem there is the AI nations obviously wouldn't cast any combat spells requiring gems, which is a pretty big problem I admit.
...
Oh, that would be *so* nice! Then you could actually give your Antimagic caster 3 pearls when he is supposed to storm a castle, and he'd actually cast it in three battles (magic/break siege/storm), instead of blowing all the pearls in the magic battle phase.
Armies of the AI nations could be allowed to use gems unscripted -- the game knows which nations are AI and which are human.
Sombre
April 25th, 2008, 08:12 PM
I don't know if it's that easy, allowing the AI to use gems unscripted. AI nations currently use the same battle casting AI as humans I believe.
Aezeal
April 25th, 2008, 08:30 PM
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.
vfb
April 25th, 2008, 09:10 PM
Sombre said:
I don't know if it's that easy, allowing the AI to use gems unscripted. AI nations currently use the same battle casting AI as humans I believe.
It just needs to set/track/compare a flag indicating whether the nation is controlled by human or AI.
If the nation is human, and spell fatigue is over 100 and it's not favspell, set score to zero.
capnq
April 25th, 2008, 11:46 PM
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.)
Saulot
April 26th, 2008, 12:32 AM
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.
Loren
April 26th, 2008, 02:02 AM
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.
Edi
April 26th, 2008, 05:12 AM
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.
ologm
April 26th, 2008, 06:48 AM
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.
Endoperez
April 26th, 2008, 07:52 AM
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.
Jazzepi
April 26th, 2008, 07:55 AM
If you're going to include barkskin, you might as well include Protection, Wooden Warriors, and Mass Protection.
Jazzepi
Endoperez
April 26th, 2008, 08:03 AM
Jazzepi said:
If you're going to include barkskin, you might as well include Protection, Wooden Warriors, and Mass Protection.
Jazzepi
I didn't go through Nature spells yet. Protection could be included, perhaps, but Abysia shouldn't have enough nature to cast Wooden Warriors or Mass Protection any way. Also, if Protection has lower priority than other spells the mage might cast (if it's just N1 random on an abysian mage), it probably won't be cast any way.
Aezeal
April 26th, 2008, 08:16 AM
for astral you have light of the northern star quite high.. it cost a gem right? and it's not like that gem will be worth it most of the time (if it only gives +1 astral magic). IMHO light of the northern star should be one of the never cast unless scripted for powerfull casters that benefit from it in multiple paths)
Endoperez
April 26th, 2008, 08:24 AM
Aezeal said:
for astral you have light of the northern star quite high.. it cost a gem right? and it's not like that gem will be worth it most of the time (if it only gives +1 astral magic). IMHO light of the northern star should be one of the never cast unless scripted for powerfull casters that benefit from it in multiple paths)
Power of the Spheres and Light of the Northern Star are different. I think I didn't have PotS at all. Light of the Northern Star gives +1 Astral to everyone on the battlefield, and because it's battlefield enchantment it can only be cast once per battle, so even in the worst case a lone S3 mage wastes 1 gem to become an S4 mage.
Jazzepi
April 26th, 2008, 08:45 AM
Endoperez said:
Jazzepi said:
If you're going to include barkskin, you might as well include Protection, Wooden Warriors, and Mass Protection.
Jazzepi
I didn't go through Nature spells yet. Protection could be included, perhaps, but Abysia shouldn't have enough nature to cast Wooden Warriors or Mass Protection any way. Also, if Protection has lower priority than other spells the mage might cast (if it's just N1 random on an abysian mage), it probably won't be cast any way.
Ahhaahahhahaa
Try telling that to sandman. His random nature mage there to cast relief for his abysian army cast mass protection out of nowhere. I don't think I should have to tell you what happened afterwards. Most of his mages had also cast the fire spell that makes them explode when they die, and he lost like 23 mages in one round of combat.
Jazzepi
Zeldor
April 26th, 2008, 08:51 AM
That Barkskin is mostly the case when fighting against Abysia, especially with Fire Storm up.
Dedas
April 26th, 2008, 09:11 AM
Just for that particular reason I never include ANY nature mages in my Abysian armies. So if anything should get fixed it is this.
Oh, also ironskin casting Eagle Kings...
Wrana
April 26th, 2008, 10:52 AM
Agreed, Flare should have lower priority than Fireball.
Twan
April 26th, 2008, 11:10 AM
Gems won't be spent after round 5.
Hum there should perhaps be exceptions for some evocation spells (namely shadow blast, fire storm, niefel flames, shimmering fields). A player may want to have someone (probably a communion master or high level pretender) chain casting large area evocations as long he has gems, even after 5 rounds. As well there should be an exception for astral healing.
Banned buffs:
Only when scripted (because these are personal buffs more suitable for thug/sc units):
Astral Shield
Fire Shield
Personal Quickness
Flight (caster-only)
Water Shield
I disagree. They should be very low priority but not blacklisted. As they can't harm you they are something a mage should cast if nothing else -nothing not worse for your troops- can be done. And flight, giving more survavibility to a mage if his army is routed, should rather be in the "usefull buffs" list.
Blink
Breath of Winter
Charge Body
Soul Vortex
Barkskin (for poor Abysia)
Stoneskin (there are units with chill aura and Earth)
Ironskin (reduce lightning resistance)
Invulnerability (Ironskin should be enough for mages, and there might be earth mages with poison aura)
Personal Regeneration
These ones may be harmful for the mage or your troops and should be blacklisted. All protection spells give weakness against one element, so I include ironskin (especially bad in endgame, when the ennemy expect you to use army of lead/gold and so use shock dammage as much he can) only the player should decide to use one of them.
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
Mistform
Twist fate
Mirror Image
Iron Will/Resist Magic
Eagle Eyes
Flight (personnal)
Mistform should be higher priority than anything else (and airshield in land battles). Resist magic is usable only if the army isn't protected by antimagic, so should be high priority too as it may save the mage. In + magic buffs, summon earthpower should be 1st priority as it gives reinvigoration. Flight should get a good value when the mage's army as suffered a lot of losses.
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,
Astral Healing is one of the rare gems spell someone may hope to see used after round 6, except that agree.
Doom, Battle Fortune, Will of the Fates, Antimagic, Arcane Domination, Master Enslave, Astral Tempest.
I would include Doom and Astral Tempest in the black list. Doom is a waste if you destroy the ennemies, astral tempest kill your own guys.
Will of the Fates should be highest priority if a mage can cast it, and Antimagic as well. Mass enslave spells aren't that good if the ennemy has used antimagic and the caster has no penetration item, and casting one probably mean a powerful mage will be uncounscious, so they should not be valued as much as a defensive BE.
Jazzepi
April 26th, 2008, 11:28 AM
KO, would it help if you had a bundled, sorted collection of the turn files, map files, and the fatherland files for the individual battles in question where the spell casting goes awry?
I know I've kept most of my turns for sloth, and I can provide you with multiple instances of arrow fend being cast for no reason. Also, there was a huge battle where R'yleh had undead mastery ready to cast in a big communion with over 5k+ undead in the battle, but instead cast bone grinding http://forum.shrapnelgames.com/images/smilies/frown.gif
Maybe it would be helpful if you could modify the values for the decision making process, and then "rehost" the turn to run it through a real life example to see how it would change the outcome.
Jazzepi
Endoperez
April 26th, 2008, 12:48 PM
Twan said:
Gems won't be spent after round 5.
Hum there should perhaps be exceptions for some evocation spells (namely shadow blast, fire storm, niefel flames, shimmering fields). A player may want to have someone (probably a communion master or high level pretender) chain casting large area evocations as long he has gems, even after 5 rounds. As well there should be an exception for astral healing.
I know it isn't perfect, but would you rather have that or the current situation?
Thanks for the comments.
I would include Doom and Astral Tempest in the black list. Doom is a waste if you destroy the ennemies, astral tempest kill your own guys.
Will of the Fates should be highest priority if a mage can cast it, and Antimagic as well. Mass enslave spells aren't that good if the ennemy has used antimagic and the caster has no penetration item, and casting one probably mean a powerful mage will be uncounscious, so they should not be valued as much as a defensive BE.
I thought the battlefield enchants would mostly be for AI. While giving defensive BE higher value than enslavements would be good, AI could use Mass Enslave against other AI nations.
Humakty
April 26th, 2008, 01:03 PM
I've seen an army of vans, with a staff of storms, cast ghost wolves rather than lightning spells. I lazily left them unscripted after summon storm power thinking : what could they cast not to win this battle ?
So I'd put the worthless ghost wolves in the blacklist.
Endoperez
April 26th, 2008, 01:13 PM
Air:
Never cast: charge body, mist, wrathful skies, mists of deception, shimmering fields
phantasmal warrior
< false fetters, thunder ward, shock wave,
< Aim, Resist Lightning, Air shield, Mirror Image, shocking grasp, wind guide, ghost wolves, confusion, lightning bolt, flight
< Summon Storm Power, Mistform, orb lightning, arrow fend, thunder strike, mass flight, storm warriors, Fog Warriors
Summon lesser Air elemental
summon air elemental
summon valkyries
phantasmal army
living clouds
storm - I'd probably give this rather high rating, perhaps somewhere in the second-highest category. It may hurt you (archer nation), but it helps Air mages (storm power), so it's a tough choice.
Blood:
I don't know much about blood battle magic.
Death:
Death already does fine. Bane Fire and Drain Life should be rather high.
Earth:
never: Curse of Stones, Iron Bane, Rain of Stones, Earthquake
Flying shards, Earth Might, Iron Warriors
< Earth Grip, Fists of Iron, Earth Meld, Farstrike, Rust Mist, Armor of Achilles, Strength of Giants,
< Iron Will, Magma Bolts, Destruction, Shatter, Marble Warriors, Legions of Steel, Blade Wind
< Summon Earthpower, Magma Eruption, Gifts from Heaven, Army of Gold, Army of Lead, Petrify, Weapons of Shrapness
ones I'm not sure about:
Stoneskin, Ironskin, summon LEE, Invulnerability, summon EE, living Earth; the protection spells would probably go under "never cast these", and I have no idea about earth elementals.
Sombre
April 26th, 2008, 02:24 PM
Phantasmal warrior or whatever it is, that's a pain in the arse as well. AI loves to cast that.
Evil Dave
April 26th, 2008, 04:06 PM
Yup, and Ghost Wolves. From the little I can tell, the AI likes warm bodies on the battlefield, even if they're chaff.
Loren
April 26th, 2008, 04:53 PM
A thought on the bit of not spending gems after turn 5:
There's one case I disagree on this. A caster who was scripted to spend gems should still have those spells available even past turn 5.
One thing that could improve the scripting: In addition to "Cast Spells" there would be "Cast Buffs" and "Cast Offensively".
Tyrant
April 26th, 2008, 05:37 PM
I have to disagree, I think the non-gem spam spells are good defaults.
The ones that bug me are the Holy spells. It seems like one skelly anywhere on the battlefield will trigger banishment no matter how silly that is.
Sombre
April 26th, 2008, 07:14 PM
Scripted to spend gems? How does that work Loren?
Endoperez
April 27th, 2008, 03:06 AM
Sombre said:
Scripted to spend gems? How does that work Loren?
I think he meant "scripted to use spells that consume gems".
There's at least one major problem with this: Blood magic. Everything worthwhile needs gems. All other paths can do something pretty good even without gems, but Blood must flow if it's to be of any use.
Saulot
April 27th, 2008, 03:41 AM
This one of those things that always bothered me, blood magic shouldn't just be about sacrificing slaves, though that's certainly an important part. Another good method would be sacrificing of self, as in cutting open bleeding wounds of various sizes on one's own body. This actually does fit historically with what we know of the Maya and Aztecs.
When I first tried the dom series, I was somewhat surprised there was no 'hitpoint cost' spells. I suppose it might be difficult to balance with healing spells and regeneration, though in that sense, the spells/effects shouldn't work on a blood mage.
Endoperez
April 27th, 2008, 03:58 AM
There are Leech, Leeching Touch and Hellfire... Not much, granted, but at least Hellfire's description mentions that it's possible, but the amounts of blood required are too big for single person to handle without passing out.
Kristoffer O
April 27th, 2008, 06:31 AM
Initially (long before dom-ppp was released) magic gem use was optional and only a way of reducing fatigue. At this time sacrifice of slaves was optional and most blood spells were exhaustive enough to make sacrifice almost obligational.
I agree that self sacrifice (and HP loss) is thematic and sadly missing from the game. Not sure how viable it is atm. Most mechanics available in the game would probably be a bit ad hoc.
Zeldor
April 27th, 2008, 06:34 AM
That's why you should really start writing new code from scratch for Dom4!
Kristoffer O
April 27th, 2008, 07:42 AM
Utterly boring http://forum.shrapnelgames.com/images/smilies/happy.gif
cleveland
April 27th, 2008, 09:24 AM
cleveland said:
Marble Warriors seems to take priority over Army of Gold, strangely.
So I wanted to get to the bottom of this, which just cost me, albeit only marginally, in a current game: I outfitted an E1 mage with Earth Boots (now E2), who casted Summon Earth Power (now E3) in round 1 (Exhibit A), and who had 4E gems in stock, scripted to cast Army of Gold next.
[Exhibit A]
http://img76.imageshack.us/img76/5618/armyofgolduu5.th.jpg (http://img76.imageshack.us/my.php?image=armyofgolduu5.jpg)
As mentioned, the guy cast Marble Warriors instead, which offers less protection to far fewer troops.
I did the Dom3 -ddd switch, the relevant debug code is below:
Celarim cast spell (favspell Army of Gold) (mayusegems 1)
...
comp_castspell: eval Army of Gold result -1
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castspell: cnr1007 spl394 (Marble Warriors) vis3 x8 y13 spldmg65536
So the game didn't even think my guy could cast it, which is extremely odd to me. It's a E4 spell, requiring 3E gems, so 4E should be enough to boost him to cast it, or to at least evaluate it. The previous turn I was able to get an E2 mage with Earth Boots (now E3) to cast Summon Earthpower (now E4) in round 1, followed by Army of Lead in round 2, with the same 4E gems in stock; hypothetically this is an identical scenario.
/threads/images/Graemlins/Bug.gif?
<font color="red">Edit: Not a /threads/images/Graemlins/Bug.gif! Can't use more gems than your current path level!</font>
johan osterman
April 27th, 2008, 09:36 AM
You can never spend more gems in a turn than you have in the path. So to cast a spell that have the same path requirement as gem cost you must have that same path value before the gem boost
cleveland
April 27th, 2008, 10:36 AM
johan osterman said:
You can never spend more gems in a turn than you have in the path. So to cast a spell that have the same path requirement as gem cost you must have that same path value before the gem boost
Ohhhhhhhhhhhhhh.... It all makes perfect sense now. Thank you for the very prompt & thoughtful reply.
Manual: A mage can only use as many gems as his current skill level in that path.
For whatever reason, I interpreted this to mean "After spending one gem to temporarily boost me to level X+1, I can spend an additional X+1 gems to cast this spell." But the current, more aesthetically pleasing paradigm is that Boosting & Casting are fundamentally inseparable. Very cool.
I'm editing my posts above to reflect my newfound wisdom.
<font color="red">Edit: New question...Since path bonuses received from being a communion master don't actually increase your base magic path totals, communion masters do not see increased max gem expenditure, correct? For example, had I made an E2 mage the master of a 2 slave communion, he could NOT cast an E3 spell requiring 3E gems, right?</font>
DonCorazon
April 27th, 2008, 01:43 PM
In addition to the limit on not using more gems than your current path level, would the AI use one of your gems on the Summon Earthpower to reduce fatigue of casting the spell, thus leaving you only 3 gems - not enought to both boost and case the Army of Gold? In your case, you would clearly not want the AI to use a gem to reduce the fatigue of casting the Summon EP spell.
btw - would anyone be so kind as to point me to an FAQ or something that explains how to use this "-ddd switch" if one exists. Many thanks.
Twan
April 27th, 2008, 01:48 PM
<font color="red">Edit: New question...Since path bonuses received from being a communion master don't actually increase your base magic path totals, communion masters do not see increased max gem expenditure, correct? For example, had I made an E2 mage the master of a 2 slave communion, he could NOT cast an E3 spell requiring 3E gems, right?</font>
No. Communion (as other boost spells) increase base level of the master, there is just one display bug, so it's not shown.
Saulot
April 28th, 2008, 12:35 AM
DonCorazon said:
btw - would anyone be so kind as to point me to an FAQ or something that explains how to use this "-ddd switch" if one exists. Many thanks.
Sure. (Since strangely, this isn't listed in the FAQ, and it's not in the manual index either)
-d is a commandline switch which triggers Dominions to run in debug mode.
During the debug mode, a log is created of everything that happens in the game. If you want to just see the details of a battle, just load up the dominions in debug mode, and then view the battle, and then quit. This is the most common use of the debug mode. The second most common is likely to examine conflicts or problems in mods.
The level of debug desired, can be changed by the amount of d's used. So, -ddd would be more thorough than just -d
I've seen -dddddd used, but that's rather extreme, and shows a LOT of information, most of it difficult to make out and unnecessary. Remember, logs can become huge.
As to how to load up a commandline switch, since I'm a windoze user, I'll explain the two common windows methods.
1. Is to use dos, by loading up run 'cmd' to get a dos prompt. From there, get into the dominions directory, and load up dom3 with 'dom3 -d' (no quotes)
2. Is to use the dom shortcut most windows users are familiar. Before you click on the shortcut, right click on it, go the shortcut tab, and where it says target you should see something like "C:\Games\Dominions 3\dom3.exe"
Change it so the end of it looks like: dom3.exe" -d
Of course, if you use method two, you should remember to change it back after you've finished the debug run.
The log is located in your dominions folder.
I hope that answers your question fully. http://forum.shrapnelgames.com/images/smilies/happy.gif
DonCorazon
April 28th, 2008, 01:30 AM
wow, thanks saulot.
i also got some tips from cleveland who mentioned pasting the log text into excel, which made it easier to read in my test run.
i had almost forgotten my dos commands. http://forum.shrapnelgames.com/images/smilies/happy.gif
Twan
May 10th, 2008, 08:21 AM
Summon imp seem to get too much value.
In a game with Utgard I sent a lone werewolf with a slave scripted to cast quicken self, breath of winter and then reinvigoration, to start the melee without fatigue.
He overwrited breath of winter to cast summon imp, getting 102 fatigue (by chance his natural reinvigoration allowed him to recover and win against the weak ennemy PD, but with more opposition it would have been sure death) .
Meglobob
May 10th, 2008, 09:09 AM
Yes, I would like to see reinvigoration given higher scripting priority. Several times the AI has overwritten it with a silly blood spell resulting in the death of my blood SC's due to high fatigue.
kasnavada
May 10th, 2008, 09:37 AM
The orb lighting spell costs 10 fatigue... The spell is overwritten by something else everytime I try to cast it. I'm outnumbering my opponents but still...
I don't get it.
Amhazair
May 10th, 2008, 09:51 AM
Are you sure you're in range? Orb lightning has a much shorter range than most other evocation spells.
kasnavada
May 10th, 2008, 02:03 PM
Ah. Well.
That's it. Thanks. I should have checked the range too.
NTJedi
May 15th, 2008, 06:38 PM
Kristoffer O said:
Hi,
Seems like some spells might be too popular.
I've heard about:
Astral Shield
Arrow Fend (recently heard of this, so I'm not sure how bad it is)
Any others since last patch?
I think I found another spell too popular during battle. It's happened multiple times for underwater battles.
This is specific for underwater battles where level_1 astral mages are casting blink... over and over and over. Randomly blinking around on the battlefield every turn is not useful and risky.
thejeff
May 16th, 2008, 09:14 AM
That's probably more a matter of not having anything else valid/useful to cast. What were they scripted for?
Once everyone in range is Ethereal and Lucky, what else can a S1 mage do? (Without communion)
Depends on what you had researched.
I'll agree that blink is very rarely wanted.
Niarg
May 16th, 2008, 09:34 AM
Is there any way of ensuring that a reasonable number of gems are used for each spell.
I had an E4 tartarian with earth boots and wanted it to cast earthpower, curse of stones, earthquake, earthquake so I gave it 10 gems. By my calculations each casting should take 3 gems and cost about 100 fatigue (dominion was drain 2) however in practice the ai used up all of my gems in two turns.
I appreciate that you don't usually want to go over 200 fatigue but my tartarian had easily enough hp to cope with taking the direct hp loss. As it turned out I won the battle anyway and the one cast of earthquake hurt me far more than it hurt my opponent so maybe it wasn't too bad a thing that I didn't get the second cast off, however would there be any chance that the gems used could take into account what has been scripted and leave the necessary gems to complete the script even if it looks like it should be overridden.
Sombre
May 16th, 2008, 09:58 AM
I have no idea how a E4 mage used 10 gems. That goes against everything I know regarding gem usage.
thejeff
May 16th, 2008, 10:08 AM
Well, with Earthpower he's a E6 mage, so he could use them in 2 turns. I can't remember how many gems Curse of stones cost, but if it's 3 as well, he should be able to use 4 gems for that and for Earthquake, leaving him with 2 -- not enough for the second earthquake.
That's assuming I'm remembering the rule about only one more gem than the cost correctly. I think I've seen that not hold, if so, he'd happily use the full 6 gems casting Curse, then cast one Earthquake with the remaining 4.
Sombre
May 16th, 2008, 10:12 AM
I was told casters could never use more gems than their level in the appropriate path. That must mean in a single casting then? I thought it meant for the entire battle.
thejeff
May 16th, 2008, 10:22 AM
Definitely in a single casting.
(And I'm not entirely sure about that. I could swear I've seen B1 mages burn 2 slaves at once.)
sansanjuan
May 16th, 2008, 11:07 AM
Twan said:
He overwrited breath of winter to cast summon imp, getting 102 fatigue (by chance his natural reinvigoration allowed him to recover and win against the weak ennemy PD, but with more opposition it would have been sure death) .
Ditto here.
-SSJ
Humakty
May 16th, 2008, 11:28 AM
Is blood magic under the same limits than other magics regarding gem/slaves usage ?
Meglobob
May 16th, 2008, 11:34 AM
Humakty said:
Is blood magic under the same limits than other magics regarding gem/slaves usage ?
Yes, 1 blood slave per level in blood just like gems AFAIK.
MaxWilson
May 16th, 2008, 12:06 PM
thejeff said:
Well, with Earthpower he's a E6 mage, so he could use them in 2 turns. I can't remember how many gems Curse of stones cost, but if it's 3 as well, he should be able to use 4 gems for that and for Earthquake, leaving him with 2 -- not enough for the second earthquake.
That's assuming I'm remembering the rule about only one more gem than the cost correctly. I think I've seen that not hold, if so, he'd happily use the full 6 gems casting Curse, then cast one Earthquake with the remaining 4.
I think you're thinking of this passage, on p. 89: "By using a magic gem, a caster gains one skill level in that magic path. This can be used both to allow a mage to cast a spell for which he would not normally have the skill, or to reduce the fatigue of a spell, or both. However, a mage may never increase his skill level by more than one by using gems, or gain skill in a path in which he or she did not already have at least one skill." Translation: you can spend as many gems as you have path levels, and each extra gem you spend beyond the minimum raises your skill level by 1--but the full, boosted skill level only counts for fatigue calculations. For purposes of which spells you can cast, your boosted level is capped at +1.
I'm quite certain I've seen D9 casters blow 5 or 6 gems on Shadow Blast. It's quite annoying. Gem management is the primary reason I stick mostly to gemless spells. It's not that I can't afford it, but I hate the micromanagement of gem-shuffling, and also the unpredictability (if I want one A8 caster to cast Fog Warriors AND Wrathful Skies, how many gems do I need to give him? If I give him the minimum 5, he'll probably blow them all on Fog Warriors so Wrathful Skies never gets cast. If I guess high and give him 15, he'll blow them all anyway).
I guess I'd really like to know why and when units decide to use gems they're holding.
-Max
thejeff
May 16th, 2008, 01:11 PM
I'm actually basing this on several extensive discussions here, which resulted in the conclusion that the passage you quoted was misleading. Particularly here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=542235&page=&view=&sb=5&o =&fpart=all&vc=1), where KO says so explicitly.
There have been several reports and a couple of incidents I've seen since that make me think those conclusions may not be true. If so, then the only limit on gem use is based on your level. (And I'm only 95% sure on that.)
My suspicion is that casters will use gems to try to keep their fatigue below 100. I had one Crone recently who I had scripted for Arrow Fend, Strength of Gaia, Mass Regen, with just enough gems for the gem costs. (I was using Bards with Soothing Song to drop her fatigue.) So in the second round her fatigue was in the 90s and she used at least one gem casting Strength, keeping her from casting the Regen. In an earlier battle I'd had another Crone start with Strength of Gaia and Mass Regen, and she did them fine, wasting no gems on the booster.
I can't really imagine a D9 caster using multiple gems on Shadow Blast though, unless he'd cast something big first and was already heavily fatigued.
I'll use the BF gem spells, but I won't try to spam things like Shadow Blast. Maybe one to start off. And I'll try to have a caster for each spell to avoid wasting extra gems.
If I had to, I'd assume they were going to use the max on the first spell and give gems to cover that.
fantasma
May 16th, 2008, 01:48 PM
I had a battle recently against an enemy I outnumbered. One mage scripted for master enslave (mostly for capturing the enemy eagle kings) decided to cast will of the fates instead and blew all the gems. The next round another mage - scripted and executed as such - cast again will of the fates! Of course, zero effect! Doh
Sorry for spamming the thread.
thejeff
May 16th, 2008, 01:51 PM
Had anyone cast any summons in between? That's the usual cause for double casts of Battlefield buffs.
fantasma
May 18th, 2008, 09:28 AM
enslave mind, I guess. I'd need to load the old turn to be sure. But that would make only a few units (mammoths) compared to several hundred.
Cipher
May 22nd, 2008, 05:08 AM
black list: Touch of Madness..
cleveland
July 13th, 2008, 09:52 AM
Against a 31MR SC with zero shock resistance, two A6 casters spammed Confusion, rather than the intended Thunder Strike.
Perhaps a minor adjustment is in order?
Cheers,
cleveland
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