Dominions 6

Dominions 6

171 ratings
Improved Casting AI 1.07
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3 Feb, 2024 @ 6:31am
17 Jun @ 3:33pm
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Improved Casting AI 1.07

Description
Welcome to our improved casting AI mod.
TLDR: Mages do more blasting and summoning offscript - choosing often the most powerful spells.

Long Version:
The idea here is that the game normally likes applying buffs offscript. This can mean if there are units that can accept some buff, often the casting AI will choose that rather than blowing up your enemmies.

The philosophy of this mod is buff your troops in the first 5 turns via the script slots, then the offscript AI will focus on blowing up enemy troops and summoning various critters.

There are exceptions to this, many of the good pointbuffs and AOE buffs will be cast offscript if there are no enemies in range, the enemies in range are resistent to your magic or there are no other valid spells researched.

Was used extensively in dominions 5; lots of improvements to make in dominions 6. There might be a few new spells in dom6 that i missed that get over prioritized... So there are probably a good number of improvements left to make.

Single Player (SP) version included.
So the single player version enables all >1 aoe buffs and battlefield wide buffs. This gives an ok compromise where the AI will still cast really influential battlefield wide spells but also prioritize nukes and summons most of the time.

Latest Patch notes:
1.07
Tweaked tune of fear and tune of growth and dancing death(pan national spells) - now dryads should mostly alternate between casting those when in melee, pans should mostly never cast them.
Increased priority of smokeless flame (ubar spell)
1.05
There was a bug with -100 aispellmod causing spells to be blocked WHEN SCRIPTED. So we fixed that and aispell mod is now at -99 for spells we were trying to completely block offscript.
1.04
Steal Sight -> -95%
Added AIASSMOD which lets buffs have much lower priority in assassination battles but higher buffs in battles.
Massive adjustment to many modifiers. In general AI should use evocations if enemy is in range and buffs / summons if not. (will depend)
1.03
Bug with ravenous swarm fixed.
1.02 Changes:
Removed Ravenous Swarm from non SP casting AI
Reduce priority of Storm Wind -60% (Main and SP)
Slumber: +300% -> +100%
Cloud of Dreamless Slumber: +200%
Charm +40% -> +200%
Mass Confusion: +200%
51 Comments
vonmas 9 Jul @ 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 15 May @ 9:50am 
Hello, description say "Single Player version included". Does it mean it is not playable for a (only) multiplayer game ?
BobbyLee123 26 Apr @ 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] 11 Apr @ 11:16am 
Aight ill put wind of death in the next version. Thanks for feedback.
Scrapulous 24 Mar @ 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 17 Feb @ 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 29 Nov, 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.
Kai 18 Nov, 2024 @ 6:05am 
I was watching your Monster God tier list on YouTube and was a bit intrigued when you were wondering what bless to put on the Serpent of Chaos. Turns out the fear bless stacks with the existing fear on the serpent, giving a total of Fear(15). This makes the fear have a larger radius around the serpent, and makes the morale check a bit harder to resist. I did a bit of testing and it was able to rout large amounts (100+) of non-magic non-undead independents. It's not the best expander in the game, but in addition to taking 1 province per turn early game, the very high death path means it can skelly-spam the hell out of mid-game, taking some thrones alone.

To the point: I am using your mod and I was a bit disappointed that the scary snake did not cast frighten (thaum 1) off-script even though it (as far as I know) synergizes quite well with fear auras. Is that something that could be improved in the mod? Cast frighten more if the enemy has low morale, or if the caster has a fear aura?
Lucid  [author] 15 Aug, 2024 @ 5:44pm 
Thats pretty funny, not sure what can be done there :/ more shock res i guess
j donut 15 Aug, 2024 @ 3:57pm 
My pretender's projection, at 1 HP, cast shock wave and killed himself during a Project Self attack :(