Results 1 to 6 of 6

Thread: Wizard splash to work more like mortar

  1. #1
    Senior Member sFoster83's Avatar
    Join Date
    Aug 2014
    Posts
    328

    Wizard splash to work more like mortar

    I've had some defenses with wizard where it does the animation 6 times in a row and then dies. Never fires a single shot.

    The unit it was targeting died every time, and so it never once took advantage of the wizards splash damage.

    Why can't it throw fireballs at the ground instead?
    Works fine for the mortar even if it's individual target had been killed before the delivery.

  2. #2
    Forum Elder HiFliya's Avatar
    Join Date
    Sep 2014
    Posts
    2,073
    Quote Originally Posted by sFoster83 View Post
    I've had some defenses with wizard where it does the animation 6 times in a row and then dies. Never fires a single shot.

    The unit it was targeting died every time, and so it never once took advantage of the wizards splash damage.

    Why can't it throw fireballs at the ground instead?
    Works fine for the mortar even if it's individual target had been killed before the delivery.
    Wizards only have a splash range of .3 tiles whereas a mortar has a splash zone of 1.5 tiles, five times the splash of a wizard.

    The visual that you are(nt) seeing is because the AI of the wiz is that the troop that it targets dies before it can fire a bolt. So targeting the ground on def would mean a whole different AI from attacking. the difference between troops and splash defense is that the wizards on Defense target single troops, whereas the mortar focuses on an area. its all in the AI of both units, and is tricky.

    Town Hall: 8 l GG: 100mil EE:100mil l HH 109k l
    Ice Phoenix: Vote/Comment Please!
    Thanks To InfinityGFX for the Sig!
    SC Responses to Current Requests: UG Heroes in War l Zapping

  3. #3
    Senior Member sFoster83's Avatar
    Join Date
    Aug 2014
    Posts
    328
    I understand there is a difference, exactly the point of my request.
    I'm not suggesting the wizard have more splash area, just that he doesn't choke!

    I wish he would still fire at the last position of a troop even if the troop has died. Fire at it's corpse!

  4. #4
    Forum Elder HiFliya's Avatar
    Join Date
    Sep 2014
    Posts
    2,073
    Quote Originally Posted by sFoster83 View Post
    I understand there is a difference, exactly the point of my request.
    I'm not suggesting the wizard have more splash area, just that he doesn't choke!

    I wish he would still fire at the last position of a troop even if the troop has died. Fire at it's corpse!
    The only problem, is that then the wizard is then firing into open space, changing the parameters of his targeting AI. His AI on def states that he has to attack troops. when an attacker dies, he thinks his target has died, thus changing his target to the next viable one.

    Town Hall: 8 l GG: 100mil EE:100mil l HH 109k l
    Ice Phoenix: Vote/Comment Please!
    Thanks To InfinityGFX for the Sig!
    SC Responses to Current Requests: UG Heroes in War l Zapping

  5. #5
    Senior Member sFoster83's Avatar
    Join Date
    Aug 2014
    Posts
    328
    Okay then how about this..

    If a new target is still in range, he will switch targets without resetting his animation/attack duration.

  6. #6
    Forum Elder HiFliya's Avatar
    Join Date
    Sep 2014
    Posts
    2,073
    Quote Originally Posted by sFoster83 View Post
    Okay then how about this..

    If a new target is still in range, he will switch targets without resetting his animation/attack duration.
    Im not intentionally looking for holes in your idea, i would love it if my wizards stopped flinching, but there is another problem. Mass Archers within range. Since he is still technically a single target troop with Splash damage, he still has to lock onto One troop, circling back to the original problem.
    for example,

    Wizard A B and C come out of a CC. They are lured out by a Giant. Wizards march out and kill said Giant but are in Open Spce. Attacker surronds defending wizards with archers. Wizards A B and C all lock onto the same archer and fire simultaneously frying the Ho-Bow. thus they have to find another archer, get within range and fire again. By that time wizards A and B are probably dead and C is next to go.

    Town Hall: 8 l GG: 100mil EE:100mil l HH 109k l
    Ice Phoenix: Vote/Comment Please!
    Thanks To InfinityGFX for the Sig!
    SC Responses to Current Requests: UG Heroes in War l Zapping

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •