Code:
<SpellInfo>
<Type>SPELL_RING_OF_FLAMES</Type>
...
<iRange>1</iRange>
<iDamage>15</iDamage>
<iDamageLimit>40</iDamageLimit>
</SpellInfo>
iDamageLimit seemingly isn't checked for repeated/previous damage, but only the actual amout when casting - had a mage killed by repeated casting of "Ring Of Flames" by Ashen Veil ritualists.
Spell makes 22.6% damage on average, so you start seeing instant deaths with 3 Ritualists, with 5 they are certain.
=> this makes Ashen Veil cities/armies mostly unassailable ... as the unit is spammable and does not require mana and/or promotions to cast the spell.
religious choices
In the last 3 games the Calabim went for Ashen Veil and drove up the AC ... doesn't make any sense to me, as they're doing the whole vampire thing to live longer, not end themselves together with the whole world shortly.
One could argue that they fall to the temptation at times, but 3 times in a row?
Amalanchier (or however he's called) seems to be prone to choose CoE. (3x in a row, too)
Btw., I vaguely remember seeing some message in the ticker .. shouldn't Esus be completely hidden?
unit spam ...
Flauros (Calabim) went Ashen Veil and started spamming Ritualists and Diseased Corpses ... a very effective tactic because of the missing damage cap.
His victim where the Bannor, which still had 3 Warrriors per city after they had lost their higher-tier units (some Royal Guards and Demagogs) on turn 624 (epic game) and where completely unable to retaliate against the fire-ringed stacks of doom.
Illians got stuck with Hunters and Javelineers. (at least that's what he constantly attacked me with, after running over 1/3 of the map)
Hippos still had Warriors in their cities in turn 600+ ... attacked with chariots, though.
=> I
guess they're spamming so many unit that they're ruining their research, or at least their ability to upgrade their units (Illians and Hippos sucked at research, although the later had quite some cities going).
And that depsite that the AI seems to get quite a bonus when it comes to unit upkeep.
=> Furthermore, all good part of those dozends and dozends of units just mill around aimlessly, only serving to increase turn times; each time I raided into Ai territory, the AI didn't use nearby units to attack me, but assembled a stack somewhere away and came over the map to expell me - a lone tiger without promotions (+20% STR from summoning, though) was pretty save in Calabim land for 10 turns or more, as all AI units which hadn't target it specifically seemed to go around it
workers ...
Speaking of milling around aimlessly: workers are still stuck in the cycle of building mines/huts on hills ... destroying the AIs gold income that way.
I thought this was fixed long ago?
Or was I only dreaming?
Malakim do get access to assassines
The do appear on the map, but the
unit info on mouseover does not show a model.
... I have some more remarks, but will post them later .. have to leave now ...