arcane xp

Post #5 from Daladinn is the best answer that really exists. You have a base % Chance to gain exp each turn that dwindles as you level up. You can never get more than 1 XP for free in a turn, so a Hero/Mage gains XP at the same rate as a Hero, but continues to have about a 3% chance per turn of gaining more after that point.
You DO realize daladinn is the OP? Your saying he answered his own question, when in reality he was quoting how he remembered it working (when it was in the python code), and is asking someone that has access to the DLL code to confirm/correct the information...
 
Casters should be gaining their experience by waggling their finger(s) in the general direction of hostiles - and not by being forced to engage in melee fights (that they are poorly suited for).

Are they really melee fights, though? Big spells like Fireball represent a lot of effort--you can normally cast only one such spell per turn. Besides, the enemy gets no opportunity to counterattack: The mage is standing two tiles over (does anyone know exactly how far away this is?) and blowing up their city from a safe distance. I've always considered adepts/mages/archmages to have a variety of lesser spells at their disposal which they use in a more traditional magical combat sense--Entropy mana to make your foes wilt and die before you, Fire mana to launch bursts of flame at people, etc. Just look at Corlindale's entry: A guy running around the city, blowing up any groups of soldiers that are clustered too close together, is how an adept with Fire I attacking a unit is supposed to look. Just because Corlindale was throwing around Fireballs doesn't mean he had Fire II and Sorcery: Those promotions are needed if you want to Fireball the defenses of an entire town from two tiles away.
 
Are they really melee fights, though? Big spells like Fireball represent a lot of effort--you can normally cast only one such spell per turn. Besides, the enemy gets no opportunity to counterattack: The mage is standing two tiles over (does anyone know exactly how far away this is?) and blowing up their city from a safe distance. I've always considered adepts/mages/archmages to have a variety of lesser spells at their disposal which they use in a more traditional magical combat sense--Entropy mana to make your foes wilt and die before you, Fire mana to launch bursts of flame at people, etc.
Reasonable point of view, but if that is so shouldn't Adepts/Disciples at least be getting +dmg type strength from their spell line specialization (Entropy II giving +2 Entropy dmg etc.)?

Of course with a mechanism like this - especially for casters with several spell specilizations - the code would have to be set up to calculate which spell dmg type that would be the most effective against the current target(s) before applying one (ie. an Adept with both Fire 3 and Death 2 facing Fire resistant units would probably do better getting +2 Death dmg than +3 Fire dmg).

This would probably also demand some serious work being done on enhancing/reworking the resistance mechanisms of the game.
 
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