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November 22nd, 2007, 11:00 PM
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Sergeant
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Join Date: Nov 2007
Posts: 397
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Thanked 15 Times in 10 Posts
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Re: Really annoying spell scripting issue - Bug?
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November 22nd, 2007, 11:06 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Really annoying spell scripting issue - Bug?
The AI loves to cast touch of madness. It would rather spend the day casting touch of madness than go to an amusement park and go on all the rides for free, it loves it THAT MUCH.
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November 22nd, 2007, 11:20 PM
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Corporal
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Join Date: Nov 2007
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Re: Really annoying spell scripting issue - Bug?
Quote:
Sombre said:
The AI loves to cast touch of madness. It would rather spend the day casting touch of madness than go to an amusement park and go on all the rides for free, it loves it THAT MUCH.
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 That really, really sucks. I would just about rather mod it completely out of the game than have her cast it on my longbowmen. Really painful to watch your great archers run ahead of the main army to jump on a sword...
I saw that the LoS bug was on the shortlist, any chance of this one getting on it as well?
I also saw a thread on a request to make spells selectable/desectable via checkboxes or some such. Don't want to rock any boats, but is that likely to ever happen? Sure would be nice for stuff like this.
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November 23rd, 2007, 12:06 AM
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First Lieutenant
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Join Date: Nov 2006
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Re: Really annoying spell scripting issue - Bug?
Did someone goof and cast touch of madness on the developers? I can't think of any other reason for this behavior!
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November 23rd, 2007, 02:18 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: Really annoying spell scripting issue - Bug?
If the opposing army is not considered strong enough, spells that use gems will get scored down. If you've got Wind Guide as spell 1, and it gets scored down, your choices for spells 2 to 5 are not considered. It will just use the highest scoring spell that it found when it computed the spellscores for your caster in round 1. Most unfortunately for your archers, that was "Touch of Madness".
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 23rd, 2007, 03:16 AM
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Corporal
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Join Date: Nov 2007
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Re: Really annoying spell scripting issue - Bug?
Quote:
vfb said:
If the opposing army is not considered strong enough, spells that use gems will get scored down. If you've got Wind Guide as spell 1, and it gets scored down, your choices for spells 2 to 5 are not considered. It will just use the highest scoring spell that it found when it computed the spellscores for your caster in round 1. Most unfortunately for your archers, that was "Touch of Madness".
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I guess that makes some kind of warped sense, but is there any particular reason ToM is scored so high? I can't imagine a single situation in which that would be my first pick for a spell.
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November 23rd, 2007, 03:34 AM
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Major
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Join Date: Sep 2005
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Re: Really annoying spell scripting issue - Bug?
How come I have never had this problem?
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November 23rd, 2007, 04:10 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: Really annoying spell scripting issue - Bug?
I ran a simulation with all N spells researched, with an N3 caster and a small army, and the N3 caster scripted just to "Cast Spells", and holding two N gems.
Here's how the spells scored:
Eval: Sleep Touch score 0 (fat 2)
Eval: Vine Arrow score 14 (fat 5)
Eval: Sleep Cloud score 0 (fat 6)
Eval: Breath of the Dragon score 0 (fat 6)
Eval: Poison Cloud score 0 (fat 10)
Eval: Stream of Life score 35 (fat 10)
Eval: Eagle Eyes score 118 (fat 1)
Eval: Poison Touch score 0 (fat 1)
Eval: Resist Poison score 0 (fat 1)
Eval: Barkskin score 59 (fat 1)
Eval: Protection score 244 (fat 5)
Eval: Elemental Fortitude score 4 (fat 2)
Eval: Swarm score 1526 (fat 25)
Eval: Wooden Warriors score 1110 (fat 16)
Eval: Creeping Doom score 495 (fat 100)
Eval: Mass Protection score 1778 (fat 50)
Eval: Polymorph score 0 (fat 100)
Eval: Tangle Vines score 0 (fat 5)
Eval: Maggots score 0 (fat 25)
Eval: Howl score 530 (fat 66)
Eval: Wild Growth score 0 (fat 40)
Eval: Healing Touch score 0 (fat 5)
Eval: Personal Regeneration score 772 (fat 13)
Eval: Regeneration score 245 (fat 20)
Eval: Heal score 28 (fat 5)
Eval: Haste score 605 (fat 50)
Eval: Poison Ward score 17 (fat 33)
Eval: Serpent's Blessing score 6 (fat 100)
Eval: Berserkers score 115 (fat 6)
Eval: Sleep score 5 (fat 6)
Eval: Panic score 0 (fat 6)
Eval: Touch of Madness score 1580 (fat 15)
Eval: Growing Fury score 128 (fat 100)
Eval: Charm score 0 (fat 15)
Eval: Storm of Thorns score 150 (fat 6)
"Touch of Madness" gets scored really high because for some reason buffs are weighted much higher than attack spells. I can't find any way to mod the score lower. Nice stuff like "Storm of Thorns" is stuck at 150 points.
But there are 2 bright spots of hope here:
You'll probably cast "Mass Protection" instead of "Touch of Madness". But there's a long way between Thau 4 and Alt 7. So this is actually a dim spot.
Here's the actual bright spot: "Swarm" just barely lost out.
So here's a potential Touch of Madness workaround: If you mod "Touch of Madness" from fatigue 30 to fatigue 50, and your N3 caster always has N gems and has researched Alt 4, then he should cast "Swarm" instead of "Touch of Madness", when he doesn't know what to do. And "Swarm" is actually a nice spell to cast.
An easier workaround is just to mod Touch of Madness to fatigue 300, and don't carry 3 N gems.
As a side note, "Legions of Steel" is totally hosed as far as score is concerned ... the "Number of effects=5" effectively multiplies its score by 5, to the 6000 range. There's nothing even close. But at least legions is occasionally just a waste of casting time, not actually damaging like madness.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 23rd, 2007, 05:19 AM
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Sergeant
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Join Date: Apr 2004
Location: Forlì, Italy
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Re: Really annoying spell scripting issue - Bug?
Quote:
Networkingguru said:
I also saw a thread on a request to make spells selectable/desectable via checkboxes or some such. Don't want to rock any boats, but is that likely to ever happen? Sure would be nice for stuff like this.
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A thread asking black list or checkboxes on spells is appearing every one or two months from at least three years. No big hopes on that.
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November 23rd, 2007, 05:39 AM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
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Re: Really annoying spell scripting issue - Bug?
As long the crone casts touch of madness just on the archers and not on herself you are quite lucky. 
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