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  #1  
Old April 24th, 2006, 01:55 PM
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OG_Gleep OG_Gleep is offline
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Default Question about scripting

I brought this up a while ago, about quickness in a caleum thread, but had a more specific question.

For spells that are ment to target SCs...Petrify, paralyze, sleep, charm, enslave etc etc. Is it better to not use quickness if you have it available?

Using quickness - can fire off more of the shots in a shorter span of time, possibly ending the battle quickly.

Not - Because most of these spells have limited range, you might run out of the script too fast, and end up not casting it at all or 1 or 2 times.
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Old April 24th, 2006, 04:22 PM

Ironhawk Ironhawk is offline
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Default Re: Question about scripting

Its entirely situational - not even just for the situation of SCs. Generally I would say: faster is always better. But if you know that you can safely allow the battle to run longer and that your spells are likely to be cast (due to range & fatigue) then you would be ok to not script quickness.

One special case to consider with SCs is that you might want to get your knockout spell cast on the first turn just in case the SC is scripted to fly over and kill you while you are trying to cast quickness.
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Old April 26th, 2006, 07:07 PM
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Default Re: Question about scripting

Anyone else with any opinions here? I was of the mind, quickness for spell casters 100% of the time, until it lost me a battle.

Now I am unsure of what to do, and with MP games you don't get a second chance.

Quote:
One special case to consider with SCs is that you might want to get your knockout spell cast on the first turn just in case the SC is scripted to fly over and kill you while you are trying to cast quickness.
Yes this is something I have been considering in other scripting areas, not just for quickness but other buffs as well. For instance, path boosting spells to help mitigate fatigue. Its often better to get the buffs to protect your troops first, then endure the first round of casting.
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Old April 26th, 2006, 07:27 PM
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Default Re: Question about scripting

Quote:
OG_Gleep said:
Anyone else with any opinions here? I was of the mind, quickness for spell casters 100% of the time, until it lost me a battle.

Well each battle depends,
depends on the units in the battle,
depends on the SCs in the battle,
depends on the items equipped
depends on what you believe the enemy has scripted


as a general rule I have my mages cast quickness if I believe the battle will last awhile... short battles are less likely for me to use quickness.
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Old April 27th, 2006, 12:09 PM
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Default Re: Question about scripting

I'm guessing items equipped for you guys is the same as me.

Runesmashers + Pen Amulet for any anti SC spell caster.

The SC and Scripting sorta go hand in hand. Is it a Melee or a Arty SC. Most likely, unless its a pure melee sc, its going to spend the first round or two buffing, unless the setup as IH said, you think its scripted to fly over and try and kill you.

But, for Arty Anti-SCs, I always field them with an army of some sort for a couple reasons.

1) It might fly over and kill a solo unit.
2) The majority of the time, they are just mages with the right paths + boosters.
3) I haven't had much luck with Arty SCs flying solo.

So for me, its not really dependant on the points you mentioned. For general quickness, yes those factor in more, but specifically quickness on Arty Anti-SCs I'd play it pretty much the same.

But I was thinking about something....most people like myself, open with quickness. Does anyone every script quickness at the end of the script? Does anyone know how much the AI prioritises quickness?
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Old April 27th, 2006, 03:22 PM

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Default Re: Question about scripting

I will be running into this exact problem you are mentioning in my current game and will be experimenting. However I can say one thing with a reasonable amount of confidence: quickness will be in my script. Whether I place it first, third, or fith is the biggest question.

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Old April 27th, 2006, 03:39 PM

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Default Re: Question about scripting

if you have multiple mages try scripting them to cast quickness on different turns, this should allow you to get off a few spells per turn (or have 1 guy set to quickness, anti sc spell repeatedly and the rest on anti SC spell, quickness, anti sc spell repeatedly)
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