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Old March 22nd, 2004, 11:53 AM
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tinkthank tinkthank is offline
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Default Scripting Astral Healing, Relief, and similar spells

How do you make sure your mages cast those nice spells which only make sense to cast *AFTER* combat turn 5, such as healing ones, relief, and other nice goodies? I find my mages dont do it as often as I would like, and you can only script until turn 5. Any tricks?
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Old March 22nd, 2004, 01:39 PM
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Default Re: Scripting Astral Healing, Relief, and similar spells

Cast a spell, attack one turn, attack one turn, cast astral healing, cast astral healing and then stay behind troops. Usually works.

You need to get the caster closer to the troops and you need to give the caster some valid targets. If there's noone hurt or fatigued then the AI will just ignore those spells and may get caught in a sort of loop, especially when it starts summoning things.
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