![]() |
Re: Tartarian factory
Quote:
Quote:
I used 40% sites BTW, and if I understand the mechanics well it should give a 41.92% chance to get 1 site average /province, although in practice it seems I get more than that. Quote:
Quote:
Quote:
Quote:
|
Re: Tartarian factory
Quote:
for each of the 4 site slots per province there would be a 50% chance it would be filled? So for 30 provinces you would have: 30 (#provinces) * 4 (slots per land) * .5 (50% sites) * 1/8 (# of paths) * 2 (gems/site) = 16 I am not sure how this is affected by swamp/mountain/etc terrain (they have a higher chance of sites - though how is another Illwinter mystery!). As always jacques, very interesting. I am in the camp of putting it a little too powerful but not terribly so - perhaps if they had their magic skills removed if they weren't a leader that would be nice, and probably turn them into unique leaders (for the ones that start out as leaders). But the undead status does make them great targets for wither bones, so they could be countered regardless of what items you could equip them with. |
Re: Tartarian factory
Quote:
for each of the 4 site slots per province there would be a 50% chance it would be filled? So for 30 provinces you would have: 30 (#provinces) * 4 (slots per land) * .5 (50% sites) * 1/8 (# of paths) * 2 (gems/site) = 16 I am not sure how this is affected by swamp/mountain/etc terrain (they have a higher chance of sites - though how is another Illwinter mystery!). > Snipped < </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You're right. I stand corrected http://forum.shrapnelgames.com/images/icons/icon7.gif . It might not be that much theoretically after all. But in my experience, 13 gems of a type is still an large income for non-national magic in the 50% site setting. But I agree totally it's an exploit. It's only a matter of extent how much it is comparing to other tricks when you get to Conjuration 9. |
Re: Tartarian factory
At least in Dom I, if memory serves the way the 'site frequency' deal worked was that there was an X probability of having _one_ site there, and as long as the check said 'yes' another roll with the same probability took place to possibly add another one, up to a maximum of four.
|
Re: Tartarian factory
Isn't the whole Tartarian Gate abusing thing just tied to the - not normal IMHO- possibility for Priestesses to heal afflictions on ... Undead beings ? http://forum.shrapnelgames.com/images/icons/shock.gif
It would make sense to make healing only possible for *living* things, no undead or construct (maybe it already doesn't work on constructs), no ? http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Tartarian factory
Quote:
[ February 17, 2004, 21:58: Message edited by: Nagot Gick Fel ] |
Re: Tartarian factory
Quote:
Two possibilities here: (1) Lifeless units only. The power of golem and other constructs will be decreased; (2) Lifeless *and* undead units. Some powerful undeads will also be affected, noticebly Prince of Dead, Wraithlords. But either way, since only Arco have easy access to healing, the effects on other nations will be limited. Prince of Dead will be less attractive as a pretender choice but it's already powerful enougth - no big deal there. But still, it bugs me to see so many dead gods walking around for summoning http://forum.shrapnelgames.com/images/icons/icon7.gif . Let's make them unique http://forum.shrapnelgames.com/images/icons/icon7.gif . BTW, what is the mythological source of the word Tartarian? |
Re: Tartarian factory
Quote:
|
Re: Tartarian factory
Regarding Tartarus, Wikipedia is your friend.
(Ooh, Hecatonchires with 50 helmet slots and 100 arm slots? Hm.) |
Re: Tartarian factory
Quote:
|
All times are GMT -4. The time now is 07:41 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.