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-   -   Moving Immobile Pretenders (http://forum.shrapnelgames.com/showthread.php?t=18304)

pole_shift March 14th, 2004 03:48 AM

Moving Immobile Pretenders
 
Is there any other way besides Teleport? Tried giving a Flying Carpet but that didn't work.

Slygar March 14th, 2004 08:31 AM

Re: Moving Immobile Pretenders
 
lol.. that would have been funny to see: the peasants busting their arses lifting up a big, divine statue to jam a flying carpet under it, and then it doesnt work.. suckers!

tinkthank March 14th, 2004 09:36 AM

Re: Moving Immobile Pretenders
 
I think it is too bad that Gateway no longer works. Astral Travel, ok; but to a friendly lab with Gateway, that SHOULD work.

March 14th, 2004 11:22 AM

Re: Moving Immobile Pretenders
 
Cloud Trapeze should allow the pretender to move (with Air magic).
Returning (Astral magic) should work too, even if you dont have a lab in the province, but you need a battle for the spell to trigger (Send Lesser Horror ? ask another player to attack the province with a scout ?). Untested.
Cheers

mivayan March 14th, 2004 05:52 PM

Re: Moving Immobile Pretenders
 
from the 2.08 readme:

* Sphinx cannot teleport.
* Most travel spells (all but teleport) cannot be used by immobiles.

It seems teleport is the only way.

archaeolept March 14th, 2004 06:26 PM

Re: Moving Immobile Pretenders
 
Quote:

It seems teleport is the only way.
<font size="2" face="sans-serif, arial, verdana">well, you could leave your fort undefended, lose your god, and then recall him in a different location...

http://forum.shrapnelgames.com/images/icons/tongue.gif

pole_shift March 14th, 2004 06:53 PM

Re: Moving Immobile Pretenders
 
I think your Pretender can only be re-called to your Capital.

Zurai March 14th, 2004 09:57 PM

Re: Moving Immobile Pretenders
 
Quote:

Originally posted by pole_shift:
I think your Pretender can only be re-called to your Capital.
<font size="2" face="sans-serif, arial, verdana">Correct. And if your capital is occupied by the enemy at the time... Better hope you have a Wyrm or Dragon pretender and there's not much of an occupying force.

tinkthank March 14th, 2004 11:37 PM

Re: Moving Immobile Pretenders
 
No longer being able to cast Gateway makes an immobile pretender's leadership value completely moot. I'm for:
- astral travel = nono
- gateway = ok

EDIT: this means that you will never be able to actually attack anything with that pretender, since only friendly provinces can be targeted. Where is the imbalance? Please give us Gateway back! (Please?)

[ March 14, 2004, 21:38: Message edited by: tinkthank ]

Psitticine March 14th, 2004 11:58 PM

Re: Moving Immobile Pretenders
 
If you can teleport an immobile Pretender, you can always ferry troops to him/her/it via another mages, especially if you equip them with leadership-boosting items.

Norfleet March 15th, 2004 01:34 AM

Re: Moving Immobile Pretenders
 
Quote:

Originally posted by Psitticine:
If you can teleport an immobile Pretender, you can always ferry troops to him/her/it via another mages, especially if you equip them with leadership-boosting items.
<font size="2" face="sans-serif, arial, verdana">That sort of defeats the point, since now your troops are, effectively, being led by other mages.

Since the immobile cannot move anyway, any units in the province will be led into battle either when your fortress is stormed, or in conjunction with a $1 investment in a single point of PD to cause all garrisoned troops to fight.

The only drawback being that they'll start in the standard issue dogpile with no orders, since you can't organize them into squads....but you can get around that simply by organizing the IMPORTANT troops into squads, and leaving the rest in the dogpile.

Leadership value of immobiles, as such, is mostly irrelevant now. I hope the Sphinx got a LOT cheaper to compensate for its new total and complete immobility, since it's now even less useful than the originally cheaper immobiles.

tinkthank March 15th, 2004 07:00 AM

Re: Moving Immobile Pretenders
 
Quote:

Originally posted by Psitticine:
If you can teleport an immobile Pretender, you can always ferry troops to him/her/it via another mages, especially if you equip them with leadership-boosting items.
<font size="2" face="sans-serif, arial, verdana">I have to agree with Norfleet. That would be missing the point altogether. I dont want the pretender to lead troops into battle; I dont want to make him a SC. But I want him to be able to ferry them around to friendly labs with his nice leadership skills.

Norfleet March 15th, 2004 07:56 AM

Re: Moving Immobile Pretenders
 
Quote:

Originally posted by tinkthank:
I have to agree with Norfleet. That would be missing the point altogether. I dont want the pretender to lead troops into battle; I dont want to make him a SC. But I want him to be able to ferry them around to friendly labs with his nice leadership skills.
<font size="2" face="sans-serif, arial, verdana">Schlepping the troops around by other mages defeats the point no matter WHAT you want out of him: A simple schlepper of massive quantities of troops, or a battle leader: Both are totally defeated if the immobile pretender cannot move with troops. The resale value on an immobile chassis goes WAAAAAY down as even magical mobility is stripped from it.

March 15th, 2004 08:59 AM

Re: Moving Immobile Pretenders
 
Quote:

Originally posted by Sunray_be:
Cloud Trapeze should allow the pretender to move (with Air magic).
<font size="2" face="sans-serif, arial, verdana">Correction : you were right, CT is not allowed.
Returning, OTOH, works perfectly...
Cheers

GavinWheeler March 15th, 2004 05:46 PM

Re: Moving Immobile Pretenders
 
I never got this. If the Sphinx isn't supposed to be an 'immobile' super combatant, the teleporting rock par excellence, what on earth is the justification for its high cost? You don't surely plan a strategy that relies on having your home citadel stormed on a regular basis.

If we are to have two categories of immobile pretenders, those that can teleport around but not move on the battelfield or by normal tactical movement, and those that are totally rooted to one spot, it would make more sense for the cheaper ones to be rooted to the spot. And there is more of a thematic justification for pretenders like the Fountain of Blood or the Oracle to be rooted to the spot, as they are presumably reliant on adequate plumbing which cannot be teleported along with them! http://forum.shrapnelgames.com/images/icons/tongue.gif

For that matter, it could be cool have a pretender that was fully mobile on the battlefield, but could never leave his/her home province. Like a Genius Loci or similair spirit tied to a place.

fahdiz March 15th, 2004 07:02 PM

Re: Moving Immobile Pretenders
 
Quote:

Originally posted by GavinWheeler:
I never got this. If the Sphinx isn't supposed to be an 'immobile' super combatant, the teleporting rock par excellence, what on earth is the justification for its high cost? You don't surely plan a strategy that relies on having your home citadel stormed on a regular basis.
<font size="2" face="sans-serif, arial, verdana">Didn't IW reduce the Sphinx's point cost significantly in 2.08?

Quote:

For that matter, it could be cool have a pretender that was fully mobile on the battlefield, but could never leave his/her home province. Like a Genius Loci or similair spirit tied to a place.
<font size="2" face="sans-serif, arial, verdana">Heh. That *would* be slick! "I am the Great Hama Dryad..." http://forum.shrapnelgames.com/images/icons/icon7.gif

Peter Ebbesen March 15th, 2004 07:51 PM

Re: Moving Immobile Pretenders
 
Quote:

Originally posted by fahdiz:
Didn't IW reduce the Sphinx's point cost significantly in 2.08?
<font size="2" face="sans-serif, arial, verdana">Yes. It went down to 60. So now you have the choice between:

Sphinx, 60 points, 3 astral, 4 dominion, 500 hp, 30 protection, strength 20, attack 5, defense 0, leadership 125, one miscellaneous slot, new path 40, cannot teleport at ALL

Sacred Statue, 20 points, 3 astral, 4 dominion, 100 hp, 25 protection, strength 15, attack 5, defense 0, leadership 125, two miscellaneous slots, new path 40, can use the teleport spell.

Oracle, 0 points, 3 astral, 4 dominion, 10 hp, 25 protection, strength 15, attack 5, defense 0, leadership 125, four miscellaneous slots, new path 40, can use the teleport spell.

Unless your strategy includes being frequently assaulted in your starting castle, there is really no good reason whatsoever to spend 40 more points on the Sphinx than on the statue, and one can certainly question whether the Oracle might not be the best overall investment of the three due to its slots, so long as one gives it sufficient bodyguards. (Not much for teleporting an Oracle into a battle hotspot, though. Just a wee bit too frail)

[ March 15, 2004, 17:52: Message edited by: Peter Ebbesen ]

fahdiz March 15th, 2004 07:59 PM

Re: Moving Immobile Pretenders
 
Yes...certainly doesn't seem like much of a choice, does it? Of all the immobiles, my Favorites would have to be the Sacred Statue and the Baphomet. With my particular playing style, I haven't really found a use for the Sphinx. http://forum.shrapnelgames.com/images/icons/icon9.gif


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