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Moving Immobile Pretenders
Is there any other way besides Teleport? Tried giving a Flying Carpet but that didn't work.
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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!
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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.
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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 |
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. |
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Re: Moving Immobile Pretenders
I think your Pretender can only be re-called to your Capital.
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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 ] |
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.
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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. |
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Returning, OTOH, works perfectly... Cheers |
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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. |
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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 ] |
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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