Dominions 6

Dominions 6

Improved Casting AI 1.07
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 :(
Lucid  [author] 14 Aug, 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 8 Aug, 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 9 Jul, 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.
Krec 13 Jun, 2024 @ 12:59pm 
great content ty for your work
Lucid  [author] 12 Jun, 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 12 Jun, 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 12 Jun, 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 shit tier as well, but you are unlikely to lose the battle because your own mages spam them)
Antandron 2 Jun, 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 3 May, 2024 @ 4:05am 
Any chance you could add Protection of the Shadelands/Sepulchre to the list, if they aren't there already?
Lucid  [author] 6 Apr, 2024 @ 3:59am 
It shouldn’t conflict with most modded spells except modded spells will have default casting preference.
Lordlynel 5 Apr, 2024 @ 2:24pm 
How does this interact with modded spells?
Lucid  [author] 22 Mar, 2024 @ 1:09am 
Thanks folks :D
AGS 21 Mar, 2024 @ 10:58pm 
Thx Lucid for the mod and the great videos!
masternate 16 Mar, 2024 @ 11:09am 
thanks for your work lucid, been watching your vids
Lucid  [author] 16 Mar, 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 16 Mar, 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] 4 Mar, 2024 @ 11:18pm 
Thats hilarious, ill remove that on the next version.
ThatGuy 4 Mar, 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 3 Mar, 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] 22 Feb, 2024 @ 2:23pm 
Updated to add a few spells that were bad and getting cast offscript. (hawks protective winds, ignite arrows)
Verynormal 21 Feb, 2024 @ 11:59pm 
i really hope that mods work in MP lobbies soon because communion nations feel kind of unplayable...
Lucid  [author] 18 Feb, 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 18 Feb, 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] 18 Feb, 2024 @ 5:10pm 
Cool will add to todo, ill make it a 95% reduction or something.
VerdantSquire 18 Feb, 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] 18 Feb, 2024 @ 2:09pm 
hmm thats strange stellar decree is to banish enemy undead?
Sick Puppy 18 Feb, 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 11 Feb, 2024 @ 4:37am 
this mod is almost as handsome as you
gkns 5 Feb, 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] 5 Feb, 2024 @ 1:02am 
Cool done!
Quitapesares 5 Feb, 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 4 Feb, 2024 @ 7:35pm 
excited to check it out!
BonafideBarnabus 4 Feb, 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 4 Feb, 2024 @ 9:41am 
Lucid comes through again :cozybethesda:
superresistant 4 Feb, 2024 @ 5:23am 
"my mages giving themselves 20 buffs then falling over from fatigue without having done anything"
I feel you bro
Lucid  [author] 3 Feb, 2024 @ 5:53pm 
So the main mod works by deprioritizing certain spells (largely buffs) and prioritizing other spells.

But since the AI always uses offscript casting, that would mean that it cant use any buffs at all. And that would be pretty crippling for them especially late game when battlefield wide buffs are available.

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.
一般通过cataphract 3 Feb, 2024 @ 5:47pm 
Hi, I'm not sure I understand the difference between the single player version and the regular version. Does the single player version only work on the player's mage, not the ai mage?
Lucid  [author] 3 Feb, 2024 @ 5:33pm 
Thanks folks!
Eduardo.Minecrafteros.2011 3 Feb, 2024 @ 4:36pm 
nice mod man, thanks also love your videos
ExisT 3 Feb, 2024 @ 1:04pm 
great mod!