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Re: Fever Fetish
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Re: Fever Fetish
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I've currently got a lovely fetish farm where someone's holding the chalice. I take the fetishes off them a couple of turns before they die, then normally they recover to full health so they can be diseased again! |
Re: Fever Fetish
In one of my games I found a province where I could build Kapa cheiftans (turtle guys with recuperation), when I placed a fever fetish on a one of them they got diseased but they never lost any hitpoints.
I wonder if the latent recuperation of the unit cured them of the disease and allowed them to go back to full health and they subsequently got diseased again on the beginning of a new turn. The only bad thing is that I only got one firegem after 8 turns. http://forum.shrapnelgames.com/images/smilies/smirk.gif |
Re: Fever Fetish
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I did some tests with high hp units and low hp units, there wasn't a big difference. Both worked fine. So the conclusion is, use units with high hitpoints and without undead state and without regeneration. Regenerate them periodly with items. |
Re: Fever Fetish
That's odd... I've put fever fetishes on Kappa, and they suffered from normal disease effects. They also produced fire gems at a normal rate.
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Re: Fever Fetish
kappa doesnt have regenration. It has recuperation. the fetish just keeps diseasing him, right?
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Re: Fever Fetish
Maybe recuperation is affected by life/death scales?
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Re: Fever Fetish
It seems that it may be a good idea to wear fetishes on already diseased units. If some turns must pass (some hitpoints must be lost) for a fetish to start working then it may be worth diseasing someone with fetish and only after two turns wearing a fetish back on him (use it somehow else for these turns).
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