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Old February 17th, 2004, 10:38 AM

Wendigo Wendigo is offline
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Default Re: Post-Patch (2.08) "Improved Spellcasting AI" discussion

I have always held the spell AI very high, back from the times of DomI. I always play MP relying heavily in magic, and it seldomly lets me down.

IMO, most of the complaints about the spell AI originate from lack of knowledge of the spell system & its mechanics. Players complain when the AI wastes gems casting the script it was told to use, yet they also complain when the AI overrides the instructions. Players complain when the AI cast a spell they consider useless, yet they did not bother getting enough research for the AI to have alternatives, or fielded their mages out of range...

I recently faced a massive undead host in a MP game, the Ermorian pretender was there (hidden) and showed up in the battle casting Foul Vapors for which I was unprepared. I had a number of druids & lizard shamen in my host. The nature mages started casting heal & healing light on my commanders on their own when past the scripted orders, saving around 20 out of my 30 commanders, that would otherwise have died to poison. The spell AI is good, if you give it the means (research, range) to be good.

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- AI mages cast Breath of Winter less often
This one (and related ones), was one of the few valid complaints IMO.

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- AI mage targeting slightly better
I have mixed feelings about this. Some evocations can truly waste an army.

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- AI mages cast defensive boosts (shields etc.) less often as battle continues
This is a good change from IW.


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- Pythium Comm. Masters will *still* kill their slaves by casting spells such as "phantasmal warriors" when *independent* armies are *already routed*
I like this actually. I envision mages as arrogant bastards who care little for their lesser. To see them showing-off casting spells on a routed enemy looks thematic to me. Besides, this helps balance communion, which is already extremely powerful as it is.

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- dual/triple/sextuple redundant buff castings (blessing, etc.)
No spell choices/range/better choice IMO.

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- casting poison resistance when fighting no poison-inducing troops or "green" (nature) mages
There are some acid (w+f) spells which can poison I believe, neither those were posible?

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- prevalence for casting summoning spells no matter what the situation; some spells *never* get cast (such as orb lightning!)
Out of range likely (do not forget that the battlefield is bigger in DomII). Orb lightning used to have a high value for the AI in DomI, and I do not think it changed.
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Old February 17th, 2004, 10:53 AM
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Wauthan Wauthan is offline
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Default Re: Post-Patch (2.08) "Improved Spellcasting AI" discussion

Noticed my friends in MP games were very reluctant to script their mages to "attack one turn". Since most of the attack spells as well as general accuracy is dependant on range it's important to shuffle the mages closer to the action. Heck with some kind of good protective gear and a solid weapon my mage heroes are usually set to cast buff and then four times attack one turn. That will usually put them right in the fray were their spells have the largest possible impact.

After two wellchosen buffs mages are often tougher than heavy infantery so getting a stray halberd on the head is usually no problem. I tend to have my mages hollering profaneties right in the thick of it without any casualities.
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