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Spell of Mastery casting cost

(September 26th, 2016, 22:54)Nelphine Wrote: That's a great start. I'm aware of the limitations of overland movement, and I'm genuinely sorry I offended you with my suggestions.

I'm not offended that easily, but it would be better for everyone if I didn't need to spend time answering suggestions that should be obviously impossible based on what was already explained in the AI thread. ( It's partly my fault though, I could have just said "this is impossible" instead of a detailed answer :D )

I still don't see the connection between reducing SoM cost and improving AI, I believe it works the exact opposite way.
The more capable the AI is at trying to stop you, the more it is worth spending those turns playing the game. If they fail at it, SoM might as well be instant because turns the AI spends not attacking your capital are indeed a waste.
The above improvements should make it possible for the AI to resist if they are on the same plane and have superior forces, so I think it is worth the time playing it though and I will go with the 15000 cost. That should give enough time for the AI to actually win (in the test I did after the changes the AI actually managed to pull out several stacks containing 3-8 very rare creatures, transport them to my continent and head towards the capital. But it does need the 30 turns to get all of them there from the entire plane.)

Also in games where you already won and the AI is weak, they won't have slow turns because they won't have enough units to need that much time. If you're really worried about that, you can always have some fun eliminating whatever remaining armies they have with your superior forces while researching.

(my favorite is to cast time stop though, then the AI is not taking turns at all to waste my time. Meteor storm also helps by killing units, Final Wave might, too, haven't tried that one much.)
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