Dominions 6

Dominions 6

Improved Casting AI 1.07
57 Comments
m01S7r4TjU1c35 [Bot] Nov 17 @ 8:42pm 
Summon Hawk is broken with latest Dominions Enhanced. Probably not your issue, Lucid, but figured I'd let you know.
Moscato Nov 11 @ 10:15am 
Can this mod lower the priority of fire flies against high prot targets, or raise the priority of bonds of fire against high prot targets?

Or just raise the prioritize of bonds of fire over fire flies in the general sense?

Even though I have thaulm researched, and no evocation at all, they are prioritizing level 0 fire flies over level 1 bonds of fire, despite bonds of fire being a higher research offensive spell
The Art Of Fury Oct 11 @ 1:51am 
Is this mod compatible with Dominions enhanced ?
Codar Aug 30 @ 9:21am 
Is this mod compatible with Dominions enhanced ?
Gorbash Aug 29 @ 3:08am 
Ah just noticed it is only together with the Mod Dominions Enhanced,
so please disregard last comment.
Gorbash Aug 29 @ 3:05am 
seems to bug out due to not recognizing spell names (in my case "Summon Hawk", and after modding it out "Proud Steed", stopped after that)
loved the mod but will keep it off for now
Ben Aug 17 @ 6:17pm 
Hello, I am new to dominions modding. If I want to use this mod, for future reference, should I enable all versions, or just the latest?
vonmas Jul 9 @ 6:35am 
Whenever I host a dedicated server with this mod it works fine the first time but when I relaunch the server and try to connect I get an error and the game crashes. Does anyone know why this happens?
Dacen May 15 @ 9:50am 
Hello, description say "Single Player version included". Does it mean it is not playable for a (only) multiplayer game ?
BobbyLee123 Apr 26 @ 5:31pm 
Playing as Sauromatia with a good bless, I notice that my death 1 mages choose to summon the single skelly rather than call ancestor once their script is done. Is that worth a patch?
Lucid  [author] Apr 11 @ 11:16am 
Aight ill put wind of death in the next version. Thanks for feedback.
Scrapulous Mar 24 @ 9:05pm 
Wind of Death has no instructions in this mod, which means it's a rare battlefield-wide spell that the AI has at hand. Big DA mages in battles where the AI sees itself as outmatched cast this spell over and over again. That would be an okay outcome, I guess, except that the AI is not great at assessing when it's outmatched and this assessment doesn't seem to take into account scripting or blesses. So the outcome is that a lean, powerful, well built, well-scripted army with DA mages going up against an enormous pile of garbage that it will easily defeat will nonetheless just spray Wind of Death constantly, which makes having a lean, powerful, well-built, well-scripted army pointless.

So I'd recommend adding Wind of Death to the battlefield wipes section with ainocast or a very low aispellmod.
General Jack Ripper Feb 17 @ 4:43pm 
This seems to work well. My spellcasters buff themselves up, then just start flinging spells at the enemy instead of casting the same buff over and over again.
Lordlynel Nov 29, 2024 @ 12:37pm 
Falling fires is fine to have autocast, but right now it seems like my Na-ba Mages will always cast falling fires over smokeless flame offscript when smokeless flame is better in most situations, thanks to it's accuracy, high damage, larger ignite aoe (aoe still weaker than falling fires but accuracy makes up for it), and the fact that smokeless flame casts way faster. while falling fires is a good evocation, if a mage can cast one smokeless flame or liquid flames of rhuax or astral fires then they should be prioritizing those over it.
Lucid  [author] Aug 15, 2024 @ 5:44pm 
Thats pretty funny, not sure what can be done there :/ more shock res i guess
j donut Aug 15, 2024 @ 3:57pm 
My pretender's projection, at 1 HP, cast shock wave and killed himself during a Project Self attack :(
Lucid  [author] Aug 14, 2024 @ 7:56am 
The single player version allows the offscript AI (and therefore the computer players in single player) to cast large AOE and battlefield wide spells.
Fellow Human Aug 8, 2024 @ 5:16am 
What's the difference between v1.03 and v1.03SP? Apparently SP stands for SinglePlayer, but what difference does it make?
Thanks.
That Elephant Seal Jul 9, 2024 @ 5:43pm 
I second on reducing the likelihood of the mages using spells like gifts of heaven/falling fires. In smaller battles it tends to cause enormous problems with friendly fire. That being said I can see it being useful in large late game fights, but as it is right now it feels only situationaly useful.
Prometheus Jax Jun 13, 2024 @ 12:59pm 
great content ty for your work
Lucid  [author] Jun 12, 2024 @ 8:48pm 
Yeah i will add ghost grip deprio to the todo list. Not sure about falling fires think that spell is pretty ok - ive been womped a bit by the AI casting it at me.
ill Jun 12, 2024 @ 5:34pm 
"Would you consider downgrading the priority of falling fires and other inaccurate evocations? After turn 5 these spells often becomes a dangerous liability."

This is an horrible suggestion, falling frost/fire are one of the best offscript lvl5 spells currently, specially with their upgraded casting range. I always get giddy when I hear their casting sound and wait to see where the animation lands.
(which reminds me that bewitching lights is my #2 most hated spell in game, as it shares sound file with falling frost, #1 being Gust of wind as it shares a file with Gifts from heaven.)
ill Jun 12, 2024 @ 5:24pm 
Thanks Lucid, this is an awesome mod!
But I still have an suggestion how to make it better. On the next iteration, could you deprioritize touch of madness and ghost grip. I guess touch of madness might be done already, but Ghost grip is a horrible spell.I've seen many cases of AI or player losing battles, because their own mages kept hitting their own front line with Ghost grip. It's really devastating when breaking into castles. I've seen fights where all the defenders, except for mages, were killed and the attacking D1 mages made sure that no one crossed the castle gate, due to ghost grip fatigue on their own soldiers trying to breach the castle.I've also seen assassinations where the D1 victim fatigues out his bodyguards with ghost grip and they all die due to it.I would argue that animate skeleton or "do nothing" is better D1 spell than ghost grip in 999 out of 1000.(weakness and decay are ♥♥♥♥ tier as well, but you are unlikely to lose the battle because your own mages spam them)
Antandron Jun 2, 2024 @ 11:52pm 
Would you consider downgrading the priority of falling fires and other inaccurate evocations? After turn 5 these spells often becomes a dangerous liability.
luntacarsus May 3, 2024 @ 4:05am 
Any chance you could add Protection of the Shadelands/Sepulchre to the list, if they aren't there already?
Lucid  [author] Apr 6, 2024 @ 3:59am 
It shouldn’t conflict with most modded spells except modded spells will have default casting preference.
Lordlynel Apr 5, 2024 @ 2:24pm 
How does this interact with modded spells?
Lucid  [author] Mar 22, 2024 @ 1:09am 
Thanks folks :D
AGS Mar 21, 2024 @ 10:58pm 
Thx Lucid for the mod and the great videos!
masternate Mar 16, 2024 @ 11:09am 
thanks for your work lucid, been watching your vids
Lucid  [author] Mar 16, 2024 @ 8:48am 
Just activate 1. I'll leave old versions in there just so if you have ongoing games it wont interupt them when you update.
neonick777 Mar 16, 2024 @ 8:07am 
@Lucid Thanks for the mod and for your great streams!
There are now two SP-versions of "Improved Casting AI" in my mod list: v1.00 and v1.01. Should I activate both or just v1.01?
Lucid  [author] Mar 4, 2024 @ 11:18pm 
Thats hilarious, ill remove that on the next version.
ThatGuy Mar 4, 2024 @ 5:21pm 
I noticed AI controlled pretender god for Pangea(Carrion Dragon) casting The Ravenous Swarm turn one and since it was the only undead on the field, the swarm ate it's way through most of it's 360HP (effectively killing itself).
boozermonkey Mar 3, 2024 @ 9:35pm 
Thanks for this incredible mod Lucid. I'm really looking forward to seeing your Dom 6 MP let's plays.
Lucid  [author] Feb 22, 2024 @ 2:23pm 
Updated to add a few spells that were bad and getting cast offscript. (hawks protective winds, ignite arrows)
Verynormal Feb 21, 2024 @ 11:59pm 
i really hope that mods work in MP lobbies soon because communion nations feel kind of unplayable...
Lucid  [author] Feb 18, 2024 @ 8:29pm 
Stellar decree is banishment - the AI loves casting it if its fighting enemy undead. Thats what im trying to understand. If its casting banishment into enemy undead - id think thats working well. If its casting banishment when youre the only one with undead however thats a problem.
Sick Puppy Feb 18, 2024 @ 7:12pm 
So I'm playing Nidavangr and going mage heavy with the great sage pretender chassis. I'm going skittles with 6 in astral, 5 in dead, 4 in nature glamor and blood with the rest 3.

I'm using a crow clan seithberenders with 5 Nidbathed guards and 100 undead. I've got evocation two but the mage just seems to want to spam bless and stellar decree. He only will cast other spells if I tell him to cast a specific spell. Is he too far away to cast any other spell? He is set on cast spells for combat.
Lucid  [author] Feb 18, 2024 @ 5:10pm 
Cool will add to todo, ill make it a 95% reduction or something.
VerdantSquire Feb 18, 2024 @ 4:36pm 
gonna be real, I think Ignite Arrows really ought to be put on "never cast", even in SP. Mages put waaay too much weight on casting it, and it's extremely noticeable if you're playing any kind of fire nation with javelin infantry - I'm seeing mages at F3 buff their bodyguards even though they've already used their javelins, even with the frontline well within fireblast range; these mages were buffed to prec 24 and have a farcaster bless. I really can't think of very many situations where I'm happy to see them casting ignite offscript unless there is literally nothing else they could cast.
Lucid  [author] Feb 18, 2024 @ 2:09pm 
hmm thats strange stellar decree is to banish enemy undead?
Sick Puppy Feb 18, 2024 @ 1:40pm 
Are my mages leading undead troops supposed to spam stellar decree? I have evocation 2 researched. Why don't they ever pick lightning bolt?
Varian Feb 11, 2024 @ 4:37am 
this mod is almost as handsome as you
gkns Feb 5, 2024 @ 11:36am 
If I could only install 1 mod for dom6 ever, this would be it.
As a new player with EA R'lyeh focused on mages, the way off-script mages work in vanilla was driving me insane. (scripting them too to be honest)
Now they actually do what they're supposed to. Sometimes better than with my scripts, lol.
Lucid  [author] Feb 5, 2024 @ 1:02am 
Cool done!
Quitapesares Feb 5, 2024 @ 12:25am 
Thanks for explaining the difference between the SP and MP versions, Lucid. I think that should be made more clear in the mod description. You could copy and paste your text there.
General Jah Feb 4, 2024 @ 7:35pm 
excited to check it out!
BonafideBarnabus Feb 4, 2024 @ 11:41am 
I tried running this mod in a created server so I could play it with mates but it crashes the dominions 6 app running the server the instant I connect to it.
OldeTobie Feb 4, 2024 @ 9:41am 
Lucid comes through again :cozybethesda: