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-   -   Repel mechanics. How exactly it works? (http://forum.shrapnelgames.com/showthread.php?t=39568)

Sombre July 8th, 2008 09:52 PM

Re: Repel mechanics. How exactly it works?
 
Quote:

ano said:
And what about the stated repel penalty? Do you know how it's calculated? Manual states that there's a penalty -2 for each repel attempt. What is this penalty applied to?

It seems, though I am not sure, that this penalty isn't working properly with mindless units.

Renojustin July 8th, 2008 10:36 PM

Re: Repel mechanics. How exactly it works?
 
It really doesn't seem like it's working properly, when 20 swarm insects attack the opponent and 20 are killed.

MaxWilson July 9th, 2008 04:15 AM

Re: Repel mechanics. How exactly it works?
 
Quote:

Digress said:
Its a shame that the secondary effects of some weapons don't kick in after a successful repel.


That would certainly make the Stone Sword, Sun Slayer, Shadow Brand, etc., exceedingly strong. Every time you attack Baron X the Gargoyle, he gets a repel roll and you (and the other five squares around you) have to roll MR or turn to stone. Ouch.

-Max

Taqwus July 9th, 2008 07:19 PM

Re: Repel mechanics. How exactly it works?
 
Or, without Cons 8, Wailing Ladies -- area-1 length-6 "save or die" attack. :p

It'd also be a bit ugly with the Devourer of Souls.

Digress July 9th, 2008 08:07 PM

Re: Repel mechanics. How exactly it works?
 
Quote:

MaxWilson said:
That would certainly make the Stone Sword, Sun Slayer, Shadow Brand, etc., exceedingly strong. Every time you attack Baron X the Gargoyle, he gets a repel roll and you (and the other five squares around you) have to roll MR or turn to stone. Ouch.



You may have noticed the "some" http://forum.shrapnelgames.com/images/smilies/wink.gif It would make AoE weapons really nasty - too powerful obviously.

Clearly the game is crying out, absolutely screaming, for a #repeleffect mod command http://forum.shrapnelgames.com/image...es/biggrin.gif

I understand that Johan is on something of a roll in the adding fun/useful mod commands department at present.

Then someone could go through and add a #repeleffect to every weapon in the game. I volunteer .... someone else http://forum.shrapnelgames.com/image...s/rolleyes.gif

Renojustin July 10th, 2008 02:43 AM

Re: Repel mechanics. How exactly it works?
 
But how do you explain the 20 dragonflies that attack and are all destroyed by one defender? Clearly the repeller's Attack is not being lowered for each attempt, or successful repel. It seems like a pretty clear case of being a bug.

Endoperez July 10th, 2008 04:09 AM

Re: Repel mechanics. How exactly it works?
 
If you mod the Dragonflies by giving then non-50 morale, they won't all die. It has something to do with Mindlessness, but I don't know what, exactly.

Renojustin July 10th, 2008 04:21 AM

Re: Repel mechanics. How exactly it works?
 
I believe in the manual, it says that the morale check comes before the damage check. If they fail the morale roll, they won't be repelled with damage because they don't attack? Dunno.

Endoperez July 10th, 2008 04:40 AM

Re: Repel mechanics. How exactly it works?
 
The manual doesn't mention mindlessness. It seems like it's an exception to te normal rule. I found this out when I modded the Dragonflies by giving then non-50 morale, and they ddidn't all die.

lch July 10th, 2008 01:44 PM

Re: Repel mechanics. How exactly it works?
 
Quote:

Renojustin said:
But how do you explain the 20 dragonflies that attack and are all destroyed by one defender? Clearly the repeller's Attack is not being lowered for each attempt, or successful repel. It seems like a pretty clear case of being a bug.

You know, that gave me an idea...


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