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Carrion Woods Reanimations
You should be interrested by a post sent by Kristoffer O. on the French PC4WAR forum
http://www.strataegis.com/forums/viewtopic.php?t=2691 Cheers ----- Autosummoning: 10*(dom+growth+1) % chance (actually a d10 is used) of manikin reanimation if there are unburied corpses. 1+growth+magic% chance of mandragora - else manikin. Also: 10*(dom+growth+1) % chance of carrion beast / pangaean manikin reanimation if the province is a forest. 1+growth+magic% chance of powerful stuff. There might be some stuff prohibiting human manikin in forests (makng them beasts instead) Reanimation: Number: Priestlvl/2+(1D2-1) Quality 10% So, if you have ten provinces with dom5 (growth2+magic2) of which 5 are forests you would get about 9 manikin and 4 beasts each turn. Of these one or two would be powerful. |
Re: Carrion Woods Reanimations
Ooops, just realized that the Last exemple seems illogical.
Kristoffer wrote that autosummon in forests gives "1+growth+magic% chance of powerful stuff" then later "Of these (4 beasts) one or two would be powerful". If 1+2+2=5%, I'll be damn lucky if I get two powerful beasts out of a total of 4... that means 50%! Should I understand that autosummon in forests gives 10 x (1+growth+magic) % chance of powerful stuff ? Cheers |
Re: Carrion Woods Reanimations
Thanks for the info Sunray_Be. Now if we could all put our collective wits together and come up with a good overall strategy for Carrion Woods. I still feel it's the most difficult faction to master. It's annoying to get your hiney handed to you by an AI set to easy. http://forum.shrapnelgames.com/images/icons/icon8.gif
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Only a draft, but fairly comprehensive I think. Here : http://www.freewebs.com/sunraybe/cw.doc Cheers |
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Has anyone played CW before and after 2.11. I would like to get some feedback. The changes are somewhat limited. Are they noticeable at all?
Reanimations Dominion based reanimation Survivability of manikin Power of manikin Power of unholy spells Research - reanimate trade off Comparisons with Ermor |
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Sorry, I wasn't very clear.
There are only changes in the reanimation, but I wanted some general feedback as well. |
Re: Carrion Woods Reanimations
A worthy addition might be a CW only spell that requires 2N that is Raise Manikins, replacing Raise Skeletons. Or if you'd rather, 1D1N, so it was fairly Carrion Specific. This is another distinct advantage that a Death Nation has over CW. Along with Drain Life (if there was something equivilant as far as damage/effect for CW it would be appropriate).
Or alternatively you could give them much better Tangle Vine(typish) Theme specific spells. (I.E. Carrion Vine, lifedraining Tangle Vines) [ April 28, 2004, 19:29: Message edited by: Zen ] |
Re: Carrion Woods Reanimations
Oh, BTW, any common undead (soulless, longdead) benefits from regeneration when the ad hoc unholy prayer is cast. It sure doesn't make CW overpowered, but is it a wanted feature or an oversight?
So far, I can't say I saw any good reason to pick Growth+3 instead of +1. (1) It costs points (2) The few extra manikins you might get aren't enough to compensate the fact invaders get extra supplies from your higher Growth scale (I'm not 100% positive on this, but I think they get extra supplies from it) Otherwise, I second Zen's comments on every point. And I really like his suggestion about turning provinces into forests. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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