As some of the global enchantments clearly have a major effect on what spells you should or should not cast on the overland map, there is no way around it, the AI needs to know this.
Divine Order was already implemented a long time ago, making AI players cast more enchantment type spells and fewer summoning.
There is no good tactic to get around Evil Omens - everything costs more equally.
Herb Mastery makes Nature's Cures worthless but the AI never uses it anyway so it doesn't matter.
The AI already does not cast Chaos Channels during their own Doom Mastery, or Raise Volcano during Armageddon or Corruption during Great Wasting. It also already considers Detect Magic when using Spell Blast. It casts more summoning spells if it has Survival Instinct, too.
Zombie Mastery, Aura of Majesty, Time Stop, Enlightenment, Life Force, Crusade, Charm of Life have no effects on spellcasting.
This leaves Holy Arms, which should disable Holy Weapon, and Meteor Storm, Suppress Magic, Nature's Wrath, Chaos Surge and Eternal Night.
I've already implemented the following effects :
I'm not sure if implementing checks for Eternal Night is particularly useful, if it is the AI's own, it's likely to spam Death Wish often enough anyway and Black Wind doesn't have a smart targeting. Summoning more Death creatures might be a good idea but 1/1 isn't all that much of a boost to really matter. I rather be lazy and not bother with this one.
The AI also does not case Summoning Circle if the player has Suppress Magic in effect. Otherwise it doesn't matter because it costs nothing even if it gets countered, but the message spam is annoying.
If I missed anything important the AI should consider, or if you think any of the above are bad decisions, let me know. (Note that this is for overland spells only!)
Divine Order was already implemented a long time ago, making AI players cast more enchantment type spells and fewer summoning.
There is no good tactic to get around Evil Omens - everything costs more equally.
Herb Mastery makes Nature's Cures worthless but the AI never uses it anyway so it doesn't matter.
The AI already does not cast Chaos Channels during their own Doom Mastery, or Raise Volcano during Armageddon or Corruption during Great Wasting. It also already considers Detect Magic when using Spell Blast. It casts more summoning spells if it has Survival Instinct, too.
Zombie Mastery, Aura of Majesty, Time Stop, Enlightenment, Life Force, Crusade, Charm of Life have no effects on spellcasting.
This leaves Holy Arms, which should disable Holy Weapon, and Meteor Storm, Suppress Magic, Nature's Wrath, Chaos Surge and Eternal Night.
I've already implemented the following effects :
Quote:-The AI will cast the following unit enchantments at a higher priority if Meteor Storms are in effect : Elemental Armor, Bless, Resist Elements, Iron Skin, Regeneration, Magic Immunity, Invulnerability.Note that all of these are for the priority of the spell within its own category (buff, curse, summon etc). None of these spells change the priority of any of the main categories, only the spell selected from the category itself ones it was chosen. Also note that some categories redirect to others if no spell is available from them, summoning and city buffs in particular. Other categories do not so the chance of spells cannot be reduced to zero in them, as that results in the AI failing to cast any spell for the turn if the category is picked.
-The AI will cast more Chaos Channels if Chaos Surge is in effect.-The AI will almost never cast the following spells if Suppress Magic is in effect and another spell of the same category is available : Resist Elements, Resist Magic, Holy Armor, Heroism, True Sight, Cloak of Fear, Waterwalking, Planar Travel, Blizzard, random Spell Blast, Stasis, Corruption, Raise Volcano, Black Wind, Drain Power.-The AI will not cast Call the Void while Nature's Wrath is in effect. The AI will cast it at a higher priority if Suppress Magic is in effect.-The AI will never summon the following creatures if Meteor Storm is in effect : War Bears, Nagas, Sprites, Giant Spiders, Hell Hounds, Unicorns, Skeletons, Ghouls, and will summon Cockatrices half as often.-The AI will summon Chaos creatures at a higher priority if Chaos Surge is in effect, with greater focus on Hydras, Chimeras and Gargoyles.-The AI will not summon the following creatures during Suppress Magic : War Bears, Nagas, Sprites, Giant Spiders, Floating Island, Hell Hounds, Gargoyles, Fire Giants, Skeletons, Ghouls, Magic Spirits, Cockatrices.-The AI will priorize summoning these creatures higher during Suppress Magic : Gorgons, Behemoths, Colossus, Great Wyrms, Djinn, Sky Drake, Hydra, Great Drake, Archangel, Wraiths, Death Knights, Demon Lords.-The AI will not cast the following spells during a Nature's Wrath : Storm Giant, Chaos Spawn, Angel, Wraiths, Summon Champion, Enchant Item, Create Artifact.-The AI will cast the following spells during a Nature's Wrath at a lower priority : Djinn, Sky Drake, Hydra, Great Drake, Efreet, Archangel, Death Knights, Demon Lord, Resurrection.
I'm not sure if implementing checks for Eternal Night is particularly useful, if it is the AI's own, it's likely to spam Death Wish often enough anyway and Black Wind doesn't have a smart targeting. Summoning more Death creatures might be a good idea but 1/1 isn't all that much of a boost to really matter. I rather be lazy and not bother with this one.
The AI also does not case Summoning Circle if the player has Suppress Magic in effect. Otherwise it doesn't matter because it costs nothing even if it gets countered, but the message spam is annoying.
If I missed anything important the AI should consider, or if you think any of the above are bad decisions, let me know. (Note that this is for overland spells only!)