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-   -   Question about Mages and Gems (http://forum.shrapnelgames.com/showthread.php?t=32854)

Hatlock January 18th, 2007 12:27 AM

Question about Mages and Gems
 
Hey, so I was trying to follow one of the strategies described in the manual involving using Longbowman and a mage that can cast Wind Guide. As I understand it, with spells that require 100 fatigue, you need a gem the same type as the spell (an air gem) I've loaded some mages with these air gems, each of them a path of Air-2, and I script Wind Guide, but most of the time they won't cast it. Am I making a mistake?

I'm playing Late Age Man.

Taqwus January 18th, 2007 01:29 AM

Scripts aren\'t necessarily followed...
 
...in particular, the tactical AI may attempt to conserve gems against what seems to be light opposition.

If it didn't do this, people would be able to deplete gem supplies via inexpensive attacks, so some caster discretion is necessary -- but it's a fair question of whether it's erring too much to one side or the other.

Ironhawk January 18th, 2007 02:47 AM

Re: Question about Mages and Gems
 
Quote:

Hatlock said:
I've loaded some mages with these air gems, each of them a path of Air-2, and I script Wind Guide, but most of the time they won't cast it.

Yeah you are getting bitten by the tactical AI. The fact that your mages cast it at all means that you have the mage, gems, and script correct. So the only factor left is the tactical AI's determination of the threat level of the force you are fighting. If it believes the force is "too easy" it will try to conserve gems for possible harder battles in the future.

TwoBits January 18th, 2007 11:49 AM

Re: Question about Mages and Gems
 
The AI must have a different set of perameters going when it comes to spewing out elementals like Pez, most of which never even make it to the front lines before the battle is over, and even when they do, often do more harm then good (in the case of fire and ice elementals especially).

I find I have to send a "gem bearer" along with my mages, and dole out the gems one at a time to keep the mages from going crazy and blowing their wad every battle.

Grrr, I wish there was an option to disable specific spells, preventing the mages from casting them at all, regardless of any scripting, or any wacky tactical notions the AI might get.

Borya January 18th, 2007 12:22 PM

Re: Question about Mages and Gems
 
Quote:

Grrr, I wish there was an option to disable specific spells, preventing the mages from casting them at all, regardless of any scripting, or any wacky tactical notions the AI might get.

I request this feature too! http://forum.shrapnelgames.com/images/smilies/happy.gif

Meglobob January 18th, 2007 12:35 PM

Re: Question about Mages and Gems
 
Quote:

Borya said:
Quote:

Grrr, I wish there was an option to disable specific spells, preventing the mages from casting them at all, regardless of any scripting, or any wacky tactical notions the AI might get.

I request this feature too! http://forum.shrapnelgames.com/images/smilies/happy.gif

Yea I 3rd this, the AI drives you mad with some of its choices sometimes.

Zarkon January 18th, 2007 02:12 PM

Re: Question about Mages and Gems
 
You think we've got it bad, imagine how the AI feels! http://forum.shrapnelgames.com/images/smilies/wink.gif

Ygorl January 18th, 2007 04:09 PM

Re: Question about Mages and Gems
 
Every now and then, though, it's nice to have an AI that will sometimes make its own decisions - casting Wind Guide isn't very useful when you're the object of an assassination attempt.
I do agree, though, that it can often be pretty silly.

Zarkon January 18th, 2007 07:50 PM

Re: Question about Mages and Gems
 
Typically, when I get in a fight with an independent army, the first action I take is to pause the game and check out the enemy commanders. Often their mages and priests will be fully loaded with gems, but even though I'm about to crush them into oblivion, they won't cast any spells beyond maybe, hurl pebbles or bless... It would be great if you could plunder a dead enemies magical gems...but my real question is this: what kind of spells can the independents cast?


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