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-   -   Some quick questions (http://forum.shrapnelgames.com/showthread.php?t=28001)

Fate March 15th, 2006 12:24 AM

Some quick questions
 
I still do not have the full game ( http://forum.shrapnelgames.com/images/smilies/frown.gif ) but me and my friend play the demo a good deal. I have done some tests on the game, and figured some stuff out, and read alot of the forums, but some questions I don't seem to be able to get answered.

Firstly, I noticed that death and nature give fear and suply bonuses, respectively. I was just wondering if these are the only two paths that do this, or if others do too (besides bless effects).

Second, I have seen cold + heat and untis frozen/on fire but I don't know what it does. Does anyone know?

Finally, I have always wondered how morale works. Does it effect one squad if another retreats? Do non-retreating units retreat if their squad members do? Does anyone know the equations for morale loss?

Any answers would be welcome, thank you very much. http://forum.shrapnelgames.com/images/smilies/happy.gif

Wick March 15th, 2006 01:06 AM

Re: Some quick questions
 
Air +1 precision, +5 magic leadership
Astral +10 mLdr
Blood +5 undeadLdr +5 mLdr
Death +1 fear +20 uLdr
Earth +1 protection +5 mLdr
Fire +1 attack +5 mLdr +5 normalLdr
Nature +5 supply +5 mLdr
Water +5 mLdr +1(?) water breathing for troops
Holy none?
Unholy +1 fear +10 uLdr

Edit corrected magic leadership

Endoperez March 15th, 2006 01:14 AM

Re: Some quick questions
 
These effects are called Indirect magic in the manual.
Fire - Attack +1, Leadership +5
Air - Precision +1
Water - Water breathing for the mage, can take one additional unit under water per Water level above 1 (e.g. W3 mage can have two Knights go underwater with him).
Earth - Protection +1 (natural protection, doesn't stack fully with armor)
Astral - extra +5 magic leadership (total +10)
Death - 20 Undead leadership, but NO magic leadership at all! Also the Fear bonus.
Nature - Supply +5
Blood - Undead leadership +5
Unholy also gives Undead leadership +10.

Some paths get more powerful boni than others, but everything has something. All paths except Death also get +5 Magic leadership.

EDIT: Oops, Wick got before me. Well, at least I get to correct him, as only Astral gives +10 in Magic leadership.

And the listed bonuses are per magic level, and stack with each other.

quantum_mechani March 15th, 2006 01:15 AM

Re: Some quick questions
 
Quote:

Fate said:
I still do not have the full game ( http://forum.shrapnelgames.com/images/smilies/frown.gif ) but me and my friend play the demo a good deal. I have done some tests on the game, and figured some stuff out, and read alot of the forums, but some questions I don't seem to be able to get answered.

Firstly, I noticed that death and nature give fear and suply bonuses, respectively. I was just wondering if these are the only two paths that do this, or if others do too (besides bless effects).

Second, I have seen cold + heat and untis frozen/on fire but I don't know what it does. Does anyone know?

Finally, I have always wondered how morale works. Does it effect one squad if another retreats? Do non-retreating units retreat if their squad members do? Does anyone know the equations for morale loss?

Any answers would be welcome, thank you very much. http://forum.shrapnelgames.com/images/smilies/happy.gif

Units on fire take damage, frozen units have halved attack and defense.

One squad routing does not effect others. A squad cannot partially route- all members either route or continue.

EDIT: Indirect magic was already outlined twice. http://forum.shrapnelgames.com/images/smilies/wink.gif

Ironhawk March 15th, 2006 02:36 AM

Re: Some quick questions
 
Quote:

Fate said:
Does anyone know the equations for morale loss?

After all this time I still dont think the exact equations are known. Some points about morale tho:

1) If every squad in the battle dies/routs, then all the remaining commanders will rout.
2) If every commander in the battle dies/routs, then all the remaining sqauds will rout.
3) If your force is composed entirely of commanders (bodyguards do NOT count as squads!) then when the first commander is killed the rest will rout.

One rule of thumb I like to use (but is by no means authoritative) is that my minimum size for a squad that will experience direct combat is 15 units for units with normal (10) morale. If they have more morale that minimum comes down a bit, if less it goes up.

Fate March 16th, 2006 05:03 PM

Re: Some quick questions
 
Thank you for all your quick respones. Just to clarify, I assume non-routing untis fall apart (for undead) or something to that effect if their squad routes?

again, thank you. This is very helpful.

Graeme Dice March 16th, 2006 07:58 PM

Re: Some quick questions
 
Quote:

Fate said:
Thank you for all your quick respones. Just to clarify, I assume non-routing untis fall apart (for undead) or something to that effect if their squad routes?

Mindless units will only dissolve when there are no commanders on the battlefield that are capable of leading them. Non-routing, non-mindless units will not rout when the rest of their squad routs, but don't make the whole squad less likely to rout.

archaeolept March 16th, 2006 08:02 PM

Re: Some quick questions
 
also mindless commanders cannot rout, even when the battle runs out - they die instead.

PDF March 17th, 2006 10:11 AM

Re: Some quick questions
 
Quote:

Endoperez said:
These effects are called Indirect magic in the manual.
Fire - Attack +1, Leadership +5
Air - Precision +1
Water - Water breathing for the mage, can take one additional unit under water per Water level above 1 (e.g. W3 mage can have two Knights go underwater with him).
Earth - Protection +1 (natural protection, doesn't stack fully with armor)
Astral - extra +5 magic leadership (total +10)
Death - 20 Undead leadership, but NO magic leadership at all! Also the Fear bonus.
Nature - Supply +5
Blood - Undead leadership +5
Unholy also gives Undead leadership +10.

Some paths get more powerful boni than others, but everything has something. All paths except Death also get +5 Magic leadership.

EDIT: Oops, Wick got before me. Well, at least I get to correct him, as only Astral gives +10 in Magic leadership.

And the listed bonuses are per magic level, and stack with each other.

For Water it's not eactly that according to my experience : a Niefel Jarl (W3) *cannot* have 2 Niefels with him underwater, only 1... So I suppose the full rule is that each level of Water magic allows for 2or 3 unit-size to accompany the leaders. If you can get 2 knights with W3 it's 3...

Endoperez March 17th, 2006 12:24 PM

Re: Some quick questions
 
Quote:

PDF said:
Quote:

Endoperez said:
Water - Water breathing for the mage, can take one additional unit under water per Water level above 1 (e.g. W3 mage can have two Knights go underwater with him).


For Water it's not eactly that according to my experience : a Niefel Jarl (W3) *cannot* have 2 Niefels with him underwater, only 1... So I suppose the full rule is that each level of Water magic allows for 2or 3 unit-size to accompany the leaders. If you can get 2 knights with W3 it's 3...

I remembered reading about that, but I never tried bringing Giants underwater. Or cavalry. Against tritons, you need numbers. Usually that means undead. Few giants won't change the battle either direction after you have cast a Reanimation or three, depening on the independents' level.
I also think some Water mages can bring more land-based units under water with them. I'm thinking of Sea Kings, but there might be others. Or am I confusing that with the Sea King's Goblet item?

Morkilus March 17th, 2006 01:33 PM

Re: Some quick questions
 
A Nifel Jarl has no problem against small (30-40) numbers of tritons if he's well-equipped (decent armor, regen, gold shield) and can take the first hit before casting Breath of Winter.

shovah March 17th, 2006 01:36 PM

Re: Some quick questions
 
i think hes refering to the non jarl, as the jarl (eing a water mage) can always get into the water

Endoperez March 17th, 2006 02:30 PM

Re: Some quick questions
 
Spesifically, I was referring to Seithokna/Norna. I'd rather have them and 10-20 Longdead than a Skratti with (less than) 2 Giants guarding him. Of course, a Skratti can also lead 10 undead, but is it worth taking Jotuns down, then?

Niefel Jarl, on the other hand, shouldn't take any units with him. If they rout, he'll rout. For a SC, that's bad.


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