Dominions 6

Dominions 6

GreenGuy Jan 22, 2024 @ 3:04pm
Mage AI Should Prioritize Close Range Spells When in Melee
This topic came up to me while trying out expansion with colossal fetish, but I think this should broadly apply to all mages as spells such as fists of iron or poison touch are much more useful than things like flying shards, especially considering the casting rate and lower fatigue close range spells tend to have.
< >
Showing 1-4 of 4 comments
TheDeadlyShoe Jan 22, 2024 @ 3:07pm 
Mages do like to use powerful close range spells at short range, but most mages won't try to cast in actual melee unless they're Combat Casters.
GreenGuy Jan 22, 2024 @ 5:26pm 
Originally posted by TheDeadlyShoe:
Mages do like to use powerful close range spells at short range, but most mages won't try to cast in actual melee unless they're Combat Casters.

I guess this is mostly just a pretender thing since the most relevant thing for this would be innate casters :P still, would love it if my colossal fetish didn't fatigue themselves killing nothing with flying shards
Demonsthenes Jan 22, 2024 @ 9:50pm 
Yeah I wish there were a more reliable way to get the super low fatigue, high damage touch and spray spells to be used by a mage (obviously with the risks that come with being in melee). Advance and cast spells will usually spend fatigue at a good distance, 10 squares or more away.

Maybe a "close and cast spells" option would do it, for when you want your thug tier mage doing spells in melee. It would be so cool to be able to get your Cyclope Smith to wade through the lines and unload Evocations; right now you can do it mostly if using one of your 5 script slots to fly attack is viable.
Mormacil Jan 23, 2024 @ 2:12am 
Cast Flight
Fly one round
Cast spells

I haven't tested this enough but it does kinda work.
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Jan 22, 2024 @ 3:04pm
Posts: 4