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April 25th, 2008, 01:45 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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AI spell casting priorities
Hi,
Seems like some spells might be too popular.
I've heard about:
Astral Shield
Arrow Fend (recently heard of this, so I'm not sure how bad it is)
Any others since last patch?
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April 25th, 2008, 01:48 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
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Re: AI spell casting priorities
Bone Grinding (typically over Undead Mastery)
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April 25th, 2008, 02:01 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: AI spell casting priorities
Kristoffer:
Black list! We want the ability to set a list of spells that our mages are forbidden to cast!
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April 25th, 2008, 02:01 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: AI spell casting priorities
Quote:
Zeldor said:
Kristoffer:
Black list! We want the ability to set a list of spells that our mages are forbidden to cast!
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Seriously. This would fix most of the problems.
Jazzepi
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April 25th, 2008, 02:15 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: AI spell casting priorities
+1 vote for blacklist.
If you really want to fix the problem, it will be definitely the best fix
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April 25th, 2008, 02:38 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
Okey, people. I suspect KO has already heard about the blacklist idea, and that it won't be very easy to implement.
While a blacklist might fix some issues, that's not the point here. KO is asking specifically for spells that have too high spellcasting priority, probably with the intention of fixing that. Wether or not at one point in the future there might possibly be thought of maybe adding a blacklist feature, it won't be today, nor tomorrow. In the meantime having the priority of the ridiculously popular spells lowered would be wonderful, so the least we can do is help the guy out when he asks for input instead of throwing requests for a new feature in his face.
Having said all that, I can't think of one not already mentioned right now, but I'll definitely keep my eyes open.
Edit: Oh, and thanks, KO, for caring.
__________________
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, 02:40 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: AI spell casting priorities
KO, would the simplest solution be to boost the bonus added to the scripted spell?
At least it looked like that was what was going on in the debug log.
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April 25th, 2008, 02:49 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: AI spell casting priorities
Here are some battlefield spell annoyances:
Priests casting 'sermon of courage' on archers instead of the nearby melee troops marching forward. Melee troops should always be targeted first over archers.
Mages casting elementals like 'living earth' when the enemy is already retreating. This becomes a total waste of gems and shouldn't be casted while the enemy is retreating.
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I agree with Natpy... spellcasters with 12 hitpoints or less should never cast fireshield unless scripted.
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There can be only one.
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April 25th, 2008, 02:51 PM
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Corporal
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Join Date: Jul 2007
Posts: 106
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: AI spell casting priorities
Fire shield
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April 25th, 2008, 02:55 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: AI spell casting priorities
Targeting is a different issue.
Lowering priorities for Summons, especially gem using summons would be nice. Slow summons while the enemy is already retreating are pointless.
I'd say the AI over prioritizes summons in general. Raise Dead spam is nice, but usually summons aren't that effective.
No gem use when the enemy army is routed? I can't think of a reason. As long as beserk or other unroutable units are considered.
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