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-   -   Just an idea of mine - the Dom3 Q&A thread (http://forum.shrapnelgames.com/showthread.php?t=30646)

Endoperez October 11th, 2006 02:52 AM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Or more spesifically, units with 0 Encumberance aren't burdened down by their armor. They get fatique only from magical sources, that is, from casting spells and from being targeted by fatique-increasing spells. They have no metabolism and can't get tired.

hoo October 11th, 2006 11:37 AM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Two questions about pretender blessings from takign high paths:

1) What does Reinvigoration +2 mean? Do you lose 2 pts of fatigue each turn?

2) Does REgeneration 10%, regen 10% of hit pts or 10% of damagE?

ty

tibbs October 11th, 2006 11:45 AM

Re: Just an idea of mine - the Dom3 Q&A thread
 
1) Reinvigoration helps reduce fatigue for the wearer.

2) I'm not sure. I thought regeneration always had a value assigned to it. Like regeneration 6 meant the unit regained 6 HP back each turn.

My own question. Is there a way to have a mage forge the same magic item every turn? I tried shift+f but next turn he is set back to "defend" status.

It would make it much easier to mass produce those skulls that give you +9 to research.

Thanks,
Chris

thejeff October 11th, 2006 11:59 AM

Re: Just an idea of mine - the Dom3 Q&A thread
 
1) Reinvigoration +x is just that: An extra x points off fatigue every turn.

2)Regeneration is by percentage of max hp. Thus much more useful for high hp creatures. Note that for pretenders (and prophets) max hp and thus regen varies with dominion.

And I'm pretty sure there's no way to set someone to forge the same item every turn. It's been requested more than once though.

Endoperez October 11th, 2006 12:03 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Quote:

Taqwus said:
If the banefire's Decay effect is not resisted, there usually won't be any "after the battle" for the affected units.

At least in Dom 2, Decay was survivable IF you had very, very high regeneration and base hp, but otherwise, you'd die -- it'd iterate through turns of damage and kill you.

It ages the target in Dom3. I don't know how much, but I quess it won't kill now, at least not directly.

Taqwus October 11th, 2006 02:28 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Yah, noted that in the manual last night. Less guaranteed-kill... and if it's solely age-based, it's less universal. Used to be that Decay would kill undead, too.

Not that the game is lacking in instadeath or near-instadeath... high Blood seems to have gained some very, very nasty spells that would seem useful for sending an enemy SC to Hell (literally).

Nerfix October 11th, 2006 04:52 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Cocythos is better. They'll be stuck in ice for all eternity, and if they are big enough traitors Satan (or is it Shai'tan, Enemy of Gods and Men in Dominions? http://forum.shrapnelgames.com/images/smilies/happy.gif ) will chew on them for all eternity.

malichai11 October 11th, 2006 06:00 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Am I understanding properly that nations with heat/cold scales are good things, since your Pretender would set his heat/cold scale up or down, thereby gaining extra points to spend on things? For example, Abysia wants a heat scale of +3, so your Pretender sets his heat scale to +3 and gains 120 points to spend on other stuff.

Nerfix October 11th, 2006 06:02 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Yes, they are very good things.

malichai11 October 11th, 2006 06:26 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
How can you tell which nation's buildings can build whatever outside of the capital. Specifically, which nation's non-capital labs can produce mages?

Agrajag October 11th, 2006 06:26 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Bear in mind though that your dominion can screw up other people, and their dominion can screw you up.

Fate October 11th, 2006 06:57 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Capitol-only units have a site that allows their construction (sort of like horse's vale. It was common in the Dom2 Demo, but I haven't actually seen it in Dom3 yet...).

Right-click on a site and it will tell you what it allows (it will only allow it for that nation, though. As opposed to other sites, which allow it for everyone). Alternatively you can build a second castle and see what doesn't show up.

Theonlystd October 11th, 2006 10:23 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Do Supply items stack?

Can my commander carry 2 bags of wine and supply 100troops with them?

Frostmourne27 October 11th, 2006 10:58 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
No, though 2 commanders, each with a sack of wine, will work fine.

Theonlystd October 11th, 2006 11:05 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Quote:

Frostmourne27 said:
No, though 2 commanders, each with a sack of wine, will work fine.

mkay what about a cauldron and a bag?

supply 150 or just 100?

dirtywick October 11th, 2006 11:27 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
That should add up to 150. From what I know, identical items won't stack, but different items with the same effect should.

Frostmourne27 October 12th, 2006 01:03 AM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Quote:

dirtywick said:
That should add up to 150. From what I know, identical items won't stack, but different items with the same effect should.

That also applies to gem generating items. Don't stack clams.

hoo October 12th, 2006 12:02 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
One more question about blessings:

Level 9 waters gives quickness. I know this is different from the spell. Does the quickness characteristic give an extra attack or extra move pts?

I tried it last night and it didn't show up on the sacred units the way Regeneration or twist fate does.

Graeme Dice October 12th, 2006 12:43 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Quote:

hoo said:
Level 9 waters gives quickness. I know this is different from the spell. Does the quickness characteristic give an extra attack or extra move pts?

It's a 50% quickness effect, meaning that the unit can move 50% farther every turn, and gets an extra attack every other turn.

Quote:

I tried it last night and it didn't show up on the sacred units the way Regeneration or twist fate does.

Take a look at the movement statistic before and after the unit is blessed.

Taqwus October 14th, 2006 04:01 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Played a bit with banefire archers last night -- Decay appears to age ordinary Arcosephalian human soldiers 5yr/combat turn. If it's proportional to the Old Age threshold, that's 10%.

Theonlystd October 14th, 2006 04:14 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Quote:

Taqwus said:
Played a bit with banefire archers last night -- Decay appears to age ordinary Arcosephalian human soldiers 5yr/combat turn. If it's proportional to the Old Age threshold, that's 10%.

Its 5 with everyone it appears.


One of my Soldiers got hit with Decay.. The only one he was aged to like 65..Had old age icon when battle ended

So after battle i looked for him... He was no where to be seen so i asume he died of old age?

Morkilus October 16th, 2006 02:39 PM

Re: Just an idea of mine - the Dom3 Q&A thread
 
Question: Anyone know if you can adjust the sound level as a percentage, such as from a command line switch (I didn't see it on the list, but there's one for the mouse click)?

I'm having a hard time balancing my Schoenberg with my Screams of the Dying. My wave out slider on my software mixer seems to adjust both Dominions sound and my media player (it might be a system-specific thing http://forum.shrapnelgames.com/images/smilies/frown.gif)


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