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  #1  
Old November 13th, 2007, 08:56 AM

thejeff thejeff is offline
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Default Re: Spell usage for melee units with magic

Soul Vortex is a continuing spell. It's a buff. Script it, then attack. Every round it sucks life from enemies (everyone?) around the caster and transfers it too him.


With solo SCs I've had some success with scripting a couple buffs, attack, attack then cast spells. Once the enemy reaches them, they'll sometimes attack and sometimes cast those cool short range AE spells, shockwave, immolation, whatever. Fire or water bless pretenders work well for that.
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Old November 13th, 2007, 01:29 PM
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Tuidjy Tuidjy is offline
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Default Re: Spell usage for melee units with magic

Soul Vortex will kill enemies and friends alike.

Left without orders, a commander will try to cast spells, not fight. But if you
insure that he gets in melee range, he will have a good (50%) chance to attack.
Unfortunately, sometimes he will cast some REALLY tiring spells.

Dai Oni should be scripted with 5 buffs, and 'launched'. They are incredible
fighters.
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  #3  
Old November 13th, 2007, 01:46 PM

thejeff thejeff is offline
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Default Re: Spell usage for melee units with magic

Yeah, leaving them to cast spells has really only worked with pretenders. A F9E9 Cyclops, buffed and ordered to cast, is far more efficient raining fire and lava down on his enemies heads than swatting at them with a sword.
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Old November 13th, 2007, 01:58 PM
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Default Re: Spell usage for melee units with magic

Thanks all for suggestions and such. It's too bad, and a bit annoying to me, that the AI isn't set to do such things such as cast spells and attack.

It would be nice if the AI was smart enough to do things such as attack but, if surrounded by enemies, could cast something like Immolation. The fact that the AI can not simultaneously cast spells and attack seems to make certain spells next to useless (e.g. Hand of Death).

And thanks for the info about Soul Vortex. The manual didn't seem to make it obvious that it is continuous... it actually sounds useful now
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Old November 13th, 2007, 02:24 PM

thejeff thejeff is offline
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Default Re: Spell usage for melee units with magic

The short range spells are useful. They just can't really be scripted.
They get used when the bad guys reach your mages. I've seen the Hand of Death types save mages from assassins and the Immolation types do serious damage when the lines have been breached or fliers get to the mages.

You really don't want your buffed and fully equipped SC to start casting attack spells most of the time. The fatigue will get him killed. And if he's not buffed and fully equipped you don't want your mage attacking. Let him sit back and be artillery.
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Old November 13th, 2007, 03:01 PM

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Default Re: Spell usage for melee units with magic

My script for Tir Na Nog glamour riders.

Blessing, MistForm, Resist lightning, attack once, Shock Wave, attack closest.

I give Frost Brand, Valor Shield, Startshine Cap (if I have), Rainbow armour, Girdle of Might, and Bracers. All cheap, 5-10 early items.

Insane raiders. Will kill any PD, will never be catched, and is an example you can use close range spells in melee.
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Old November 13th, 2007, 08:33 PM

Chris_Byler Chris_Byler is offline
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Default Re: Spell usage for melee units with magic

I've done Earthpower, Ironskin/Invulnerability, attack one turn, Flame Eruption x2, (nothing) with Dai Oni before and it worked pretty well. The one turn of attack gets you in range for FE and the reinvig from Earthpower keeps you going in melee after that. (Additional reinvig from items still helps, though. If you're skilled enough in Death and have the research you may want to add Soul Vortex to the buff list.)

A few gems are helpful so you don't go into battle fatigued.
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