Offensive mana use?

Hell you could even give the unit a temporary "really very pissed" promotion after the domination wears out, adding some nice percentage to combat strenght. So you trade solving a problem now for facing a problem later. Whether the problem later will be worse depends on how you use the given time.

Or rather the enraged/crazed promotion
 
My suggestions to Domination are either make the enemy unit die/get hurt or the mean version: damage the caster to 50%-90% if the domination attempt fails. :D
 
My suggestions to Domination are either make the enemy unit die/get hurt or the mean version: damage the caster to 50%-90% if the domination attempt fails. :D

Would be nice to see more spells hurt the caster. Like there is a chance that the caster gets hurt every time he uses a fireball. Would cut down on the spell spamming a bit if the caster had to heal eventually. (And he shouldn't heal a turn he casts a spell, if they currently do so)
 
T3 got Meteors ( Fire Sorcery) wich really hurt in numbers Pilar of Fire ( Fire Divine) used to kill almost everything with the focused fire of 3 High Priests. Crush ( Earth Sorcery) is your weapon of choice against magic resistant civs Tsunami ( Water Sorcery) suffers limitations in use ( can only be used next to water) so you can not depend on this school solely but it offers some nice utility.
How does crush work on magic resistant units?
 
Yeah, you can magically resist a magic force that is crushing you, but you cannot magically resist the boulders and buildings that have been toppled onto your head by a magic force.

- Niilo
 
Aye, like a hot knife through butter. :)


By fire be purged

dynablaster
 
Would be nice to see more spells hurt the caster. Like there is a chance that the caster gets hurt every time he uses a fireball. Would cut down on the spell spamming a bit if the caster had to heal eventually. (And he shouldn't heal a turn he casts a spell, if they currently do so)

And have the AI fireball themselves to death?
 
I have never seen the AI even use fireballs.
Do you play with "Show Friendly Movement" turned on? Whenever I spread out a religion, I see lots of fireballs in the late game patrolling around cities... :rolleyes:
 
I've seen a mobius witch cast several fireballs in a row. Now if only they would actually attack me with them...

Anyway, I remember Kael saying that he doesn't want to introduce the idea of casters hurting themselves when they cast spells. AI wouldn't understand that casting too many spells may hurt the caster.
 
I've seen a mobius witch cast several fireballs in a row. Now if only they would actually attack me with them...

Anyway, I remember Kael saying that he doesn't want to introduce the idea of casters hurting themselves when they cast spells. AI wouldn't understand that casting too many spells may hurt the caster.

Well, it can be balanced a bit. Instead of a fixed amount of damage, deal 50% of current strength in damage. The unit can't kill itself, but takes damage. :goodjob:
 
I think we need to completely rework the way the AI looks at healing, so as to allow both spell side effects and negative healing. Unfortunately, I don't think that is within my programming skill, and I have no suggestions as to how.
 
I've been hit with AI fireballs before, though rarely. I think a lot of the problem is that they never take the spell promotions for the caster units, instead valuing the combat promotions higher.

I wonder how possible it would be to program the AI to configure it's casters into specific mission units. Probably would be impossible, given the various mana requirements for the spells.
 
I've been hit with AI fireballs before, though rarely. I think a lot of the problem is that they never take the spell promotions for the caster units, instead valuing the combat promotions higher.

I wonder how possible it would be to program the AI to configure it's casters into specific mission units. Probably would be impossible, given the various mana requirements for the spells.

it would be easy to program
IF arcane unit: value spell promotion (or promotion from plane X for different AI)

sure, it won't be optimum mage specialization like we do(we also specialize cities better then the AI), but it'd at least make a start that they promote and use spells.
 
it would be easy to program
IF arcane unit: value spell promotion (or promotion from plane X for different AI)

sure, it won't be optimum mage specialization like we do(we also specialize cities better then the AI), but it'd at least make a start that they promote and use spells.

Note that if you just want the AI spellcasters to use certain promotions more frequently, there is an XML variable that can be changed for that purpose.

Actually focusing on a particular task is a bit tougher - probably the easiest way would be to have a few AIs dedicated to groups of paths, and algorithms which encourage following those paths.
 
I am wondering if anybody is aware of the buffs that certain types of mana gives to units with that affinaty type, atm i am only aware of druids and yvain with nature
 
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