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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?


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