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April 25th, 2008, 03:01 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: AI spell casting priorities
Thanks Amhazair
I'm just looking for particular spells atm, since I think I might be able to fix that. It should be quite simple to change factors on priority, but I don't think I can manage major changes. Thus I want only to know spells that seem to be overly popular.
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April 25th, 2008, 03:17 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: AI spell casting priorities
Fire flies seems to get prioritized an unfortunate amount. At the very least fire darts should almost always trump it. As mentioned, fire and astral shield are probably too high.
Also, it doesn't matter much to most players, but it would probably help new players and the AI if all the summon ____power spells were very highly favored.
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April 25th, 2008, 03:18 PM
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Corporal
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Join Date: Jan 2004
Location: Wilmington, Delaware, USA
Posts: 191
Thanks: 1
Thanked 13 Times in 2 Posts
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Re: AI spell casting priorities
I have to agree w/ summoning, especially after the enemy has routed. If possible, I'd like gem-cost summoning only if scripted.
And while I'm wishing, I really would like a blacklist. I've studied the debugging output... and maybe, hypothetically, some things not entirely in compliance with the game's licence... and it doesn't look too hard. The real question I think is whether it's worth the Devs' time vs. the long list of bugs and other feature requests.
To get back on topic, is there any way of reducing the priority of Wooden Warriors/Mass protection when my army is facing an army with a lot of heat/fire effects, Abysia especially? I can certainly see that adding checks for this one may be too hard.
__________________
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--Helmut von Moltke
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April 25th, 2008, 03:29 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: AI spell casting priorities
Astral shield seems rather high priority too.
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April 25th, 2008, 03:54 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
Thanks: 14
Thanked 17 Times in 14 Posts
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Re: AI spell casting priorities
Blink should also not get too much priority or at best not be autocasted by the AI at all. It is just not that funny when your yogis (or any other S1 mage i suppose) blinks in the path of retreating enemy archers and gets slain.
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April 25th, 2008, 04:35 PM
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BANNED USER
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Join Date: Apr 2008
Posts: 33
Thanks: 0
Thanked 1 Time in 1 Post
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Re: AI spell casting priorities
I'm going to say fire flies and fire darts. They are pretty useless spells in MA and LA.
I don't think sermon of courage is a problem. It seems to be always cast by an indy priest and that is all he can cast and doesn't have the range for melee troops.
Blink should be removed from the AI list. I do not see it often, only rarely, but I never have seen it used well. That is a spell for a thug or SC, not some 10 HP unequipped mage.
AI does skelly spam and other undead well. Elemental summoning is almost always done poorly.
I do not pay attention to buffs that the AI casts so I do not know how applicable they are.
I do not think I see enough long range damage spells other than smite and a very occasional paralyze.
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April 25th, 2008, 05:32 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
Posts: 1,333
Thanks: 39
Thanked 59 Times in 43 Posts
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Re: AI spell casting priorities
High level astral mages cast paralyze (at SC's)too often, when soul slay (or enslave mind) would usually be a much better choise.
This is in another ballpark as arrow fend and bone grinding and the like of course. I've never yet seen paralyze overwrite a scripted spell.
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Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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April 25th, 2008, 06:04 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
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Re: AI spell casting priorities
Marble Warriors seems to take priority over Army of Gold, strangely.
Edit: This is not necessarily true, as I was using Army of Gold improperly.
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April 25th, 2008, 06:33 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: AI spell casting priorities
Is it possible to lower priority for gem-using spells in general? This is the reason I need to park gems in some scout/fighter commander & transfer tham to mage each turn - or else hust not use gems... I don't think that this amount of micromanagement is much fun...
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April 25th, 2008, 07:09 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
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Re: AI spell casting priorities
I hate Touch of Madness. With a passion. It should never be cast unscripted.
I never leave a mage unscripted, but I know that if the AI decides that a nature
spell is not worth the gems, it will default to Touch of Madness, and send
archers or mages into the fray. At the end of the battle, the number of
casulties precisely matches the number of targeted units.
And not a single gem should be used against a retreating enemy, ever. What
really sucks, and I have seen it happen at least once, is when the AI decides
that it does not need Arrow Fend when I am storming a castle, but once the
enemy has routed, summoning some Air Elementals is a damn good idea. Arrow
Fend, by the way, is one of the spells I'd love to see as "scripted only".
If you can't be bothered to script it, you should not benefit from it.
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