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-   -   A couple of sneaky tricks (http://forum.shrapnelgames.com/showthread.php?t=41099)

Gregstrom November 2nd, 2008 04:16 PM

Re: A couple of sneaky tricks
 
Cylopes don't have that much use for +pen, and I liked the idea of dropping enemy MR by 2.

Tifone November 2nd, 2008 04:22 PM

Re: A couple of sneaky tricks
 
Yep, you're right, didn't think of the MR :)
The +pen on a Cyclops could help anyway if the enemy puts him to cast remotes with his high E-magic... not unlikely.

lch November 2nd, 2008 05:20 PM

Re: A couple of sneaky tricks
 
Quote:

Originally Posted by Psientist (Post 649915)
Trick Two:
1. Forge a bunch of unpleasant cursed items, with no real offensive capabilities like "slave collar".

2. Give them to a bunch of cheap commanders (or commanders you're ready to get rid of, like feebleminded or soon-to-die from disease). Script them to attack rearmost or something similar. Put them way at the front lines.

3. Send those accursed commanders into battle against an enemy province (not one with a fortress) where enemy heroes, gods, or prophets are camping, skewing the odds against yourself.

4. You will lose the battle horribly... but enemy commanders will "find" those cursed items, get cursed, and lose an item slot. Hopefully a KEY enemy commander or hero... even pretender!

That theory is cute in practice, but AFAIK slave collars are one of the items that will never be picked up after battle, including other things like magical eyes and so on, probably because of their abuse potential.

sum1lost November 2nd, 2008 05:27 PM

Re: A couple of sneaky tricks
 
Quote:

Originally Posted by lch (Post 649973)
Quote:

Originally Posted by Psientist (Post 649915)
Trick Two:
1. Forge a bunch of unpleasant cursed items, with no real offensive capabilities like "slave collar".

2. Give them to a bunch of cheap commanders (or commanders you're ready to get rid of, like feebleminded or soon-to-die from disease). Script them to attack rearmost or something similar. Put them way at the front lines.

3. Send those accursed commanders into battle against an enemy province (not one with a fortress) where enemy heroes, gods, or prophets are camping, skewing the odds against yourself.

4. You will lose the battle horribly... but enemy commanders will "find" those cursed items, get cursed, and lose an item slot. Hopefully a KEY enemy commander or hero... even pretender!

That theory is cute in practice, but AFAIK slave collars are one of the items that will never be picked up after battle, including other things like magical eyes and so on, probably because of their abuse potential.

I'm pretty sure I had someone pick up a void eye after a battle just a couple of weeks ago.

Gregstrom November 2nd, 2008 05:36 PM

Re: A couple of sneaky tricks
 
There was a report in the Hall of D'oh! thread of a Cyclops picking up an Eye. That behaviour could have been patched out since then, of course.

Armour of Twisting Thorns is another interesting possibility for cursed item planting, by the way. +1B/N isn't a big issue if your enemy doesn't have those paths, and the 5 enc is a pretty big penalty for just about anyone who ends up with it.

Edi November 2nd, 2008 05:38 PM

Re: A couple of sneaky tricks
 
Slave collars, hearts, Flesh Ward, Twisting Thorns and all eye items are non-findable, as are Lifelong Protection and Soul Contract. They can never be found by ANY commander if the owner is killed, they are gone when that happens.

Knife of the Damned is an annoying one that can be used for this, but there are far better uses for the astral and nature gems that would otherwise go to its making, especially in any sort of quantity.

In case someone wonders, the reason for why Lifelong Protection and Soul Contract are non-findable is found in the item descriptions. It is a contract written in blood between the Infernal Powers and the recipient and once the recipient dies, the Infernal Powers claim his soul and the contract ends. At that point it's just a scrap of parchment, though it could just as well go up in flames upon termination (for dramatic effect).

Gregstrom November 2nd, 2008 05:42 PM

Re: A couple of sneaky tricks
 
Heh. For bonus coolness, an independent Demon Lord of some sort could appear for a turn and then cast Returning (or just retreat, if it had stormflight).

Thanks for the info, Edi.

vfb November 2nd, 2008 06:10 PM

Re: A couple of sneaky tricks
 
Lychantropos' Amulet could be a way of getting rid of a bunch of Eagle kings sitting on your capitol ... if they have free misc slots. You're paying 10N (or 7N) to turn a thunderstriker into a research mage. And with flight they'll die pretty fast if you catch them in combat.

Would not be a terrible plan versus a Gorgon (or other SC god that depends on magic) who's got free slots and uses Mistform/Ironskin buffs etc., if you've run out of other ideas.

chrispedersen November 3rd, 2008 02:46 AM

Re: A couple of sneaky tricks
 
Quote:

Originally Posted by Edi (Post 649981)
Slave collars, hearts, Flesh Ward, Twisting Thorns and all eye items are non-findable, as are Lifelong Protection and Soul Contract. They can never be found by ANY commander if the owner is killed, they are gone when that happens.

Knife of the Damned is an annoying one that can be used for this, but there are far better uses for the astral and nature gems that would otherwise go to its making, especially in any sort of quantity.

In case someone wonders, the reason for why Lifelong Protection and Soul Contract are non-findable is found in the item descriptions. It is a contract written in blood between the Infernal Powers and the recipient and once the recipient dies, the Infernal Powers claim his soul and the contract ends. At that point it's just a scrap of parchment, though it could just as well go up in flames upon termination (for dramatic effect).

You are definitely wrong Edi.
In Jotunland, I had a squad of scouts with black hearts. My prophet with unequaled obesity picked up a black heart and got like a 15 encumbrance value.

As for other items this works with: Bane Venom charm.

vfb November 3rd, 2008 04:03 AM

Re: A couple of sneaky tricks
 
Quote:

Originally Posted by chrispedersen (Post 650047)
Quote:

Originally Posted by Edi (Post 649981)
Slave collars, hearts, Flesh Ward, Twisting Thorns and all eye items are non-findable, as are Lifelong Protection and Soul Contract. They can never be found by ANY commander if the owner is killed, they are gone when that happens.

Knife of the Damned is an annoying one that can be used for this, but there are far better uses for the astral and nature gems that would otherwise go to its making, especially in any sort of quantity.

In case someone wonders, the reason for why Lifelong Protection and Soul Contract are non-findable is found in the item descriptions. It is a contract written in blood between the Infernal Powers and the recipient and once the recipient dies, the Infernal Powers claim his soul and the contract ends. At that point it's just a scrap of parchment, though it could just as well go up in flames upon termination (for dramatic effect).

You are definitely wrong Edi.
In Jotunland, I had a squad of scouts with black hearts. My prophet with unequaled obesity picked up a black heart and got like a 15 encumbrance value.

As for other items this works with: Bane Venom charm.

I just tested this, with Eyes of Aiming, Lifelong Protection, Soul Contracts, and Slave Collars.

Losing armies never pick up items.

Winning armies will never ever pick up an Eye or Slave Collars from an enemy army.

Winning armies will pick up Eyes of Aiming, Lifelong Protection, Soul Contracts, and Slave Collars in battles when dropped by friendly commanders who died in that battle.

So, I think Edi's post just refers to items dropped by enemy commanders. And Chris, this also does not conflict with what you saw, since your prophet picked up the items from friendly commanders.


I wonder what happens if a slave collar-wearing caveman is snagged with an Enslave Mind then killed? Who could pick up the collars?


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