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-   -   Teleportation, summoning and sieges... (http://forum.shrapnelgames.com/showthread.php?t=37400)

shard January 14th, 2008 07:51 AM

Teleportation, summoning and sieges...
 
A couple of quick queries again regarding sieges...

1) Is it possible to reinforce besieged castles by teleportion spells, or will the the teleporters fight the besieging army? Or does this depend on the spell i.e. Gateway - which seems as though it will reinforce inside the castle, versus Teleport /Trapeze / Faery Trod, where its not so clear?

2) I realise most summons will conjure up inside the castle when cast by the besieger, but what about remote summons such as call of the winds/wild and arouse hunger etc? Will these summons attack the besieging army?

3) Will friendly domes prevent you from porting in your reinforcements to your besieged castles via magic means (1&2)? I hear they prevent enemy teleporters, but how about your own?

Thanks for the input!

LoloMo January 14th, 2008 08:40 AM

Re: Teleportation, summoning and sieges...
 
1. The teleporters will fight the besieging army

2. Summons appear inside the castle if you are undersiege and you cast it. Remote summons will attack the besieging army.

3. Friendly domes will definitely prevent your own teleporters from coming in.

Torin January 14th, 2008 11:12 AM

Re: Teleportation, summoning and sieges...
 
1 - From my experience teleporters will stay inside the castle.
2 - Call of the winds fight siegers
3 - I dont know but its been said that domes block the teleport spell aswell. This means that could block enemy teleporters and remote attack spells such as ghost riders??

shard January 14th, 2008 11:18 AM

Re: Teleportation, summoning and sieges...
 
Er.. so its random if the teleporters end up inside or outside the castle?

Not 100% sure, but I've tried teleporting into a province the turn a beseiging army moves in and the teleporter ends up inside the castle. But not sure if this is also the case when the seige is already taking place.

LoloMo January 14th, 2008 11:26 AM

Re: Teleportation, summoning and sieges...
 
I could be mistaken on 1.

Domes will definitely stop remote attack spells like ghost riders, but it's not 100%, the chance depends on the type of dome.

Agrajag January 14th, 2008 11:39 AM

Re: Teleportation, summoning and sieges...
 
If you cast call of the winds from within the castle and target the castle, they stay inside, haven't had the chance to test other cases since I very rarely use call of the winds.

calmon January 14th, 2008 11:46 AM

Re: Teleportation, summoning and sieges...
 
1) Teleports into the city, never see something else

3) Domes try to stop all teleport spells, regardless enemy's or your own.

Cor2 January 14th, 2008 05:24 PM

Re: Teleportation, summoning and sieges...
 
Yeah, On point one they will always show up in the city without a fight.

Lingchih January 14th, 2008 11:15 PM

Re: Teleportation, summoning and sieges...
 
Sneaky troops and commanders can sneak into a besieged castle too, btw.

cleveland January 17th, 2008 11:25 PM

Re: Teleportation, summoning and sieges...
 
Casting Horde from Hell remotely will reinforce the castle.

I'm surprised to hear Call of the Winds doesn't...bug one way or the other?

Psycho April 24th, 2008 03:26 AM

Re: Teleportation, summoning and sieges...
 
How about returning and the like? Do domes stop such friendly spells?

Endoperez April 24th, 2008 03:47 AM

Re: Teleportation, summoning and sieges...
 
Domes stop friendly spells targeted at the province, including teleports, but I'm not sure if Returning is targeted at the province mechanics-wise. It could be it just affects the targeted unit(s).

Edi April 24th, 2008 03:50 AM

Re: Teleportation, summoning and sieges...
 
All summons, whether local or remote, as well as all teleport spells like teleport, cloud trapeze, gateway, astral travel etc put the units inside the castle to reinforce it. They never fight the siegers.

vfb April 24th, 2008 04:07 AM

Re: Teleportation, summoning and sieges...
 
Quote:

Endoperez said:
Domes stop friendly spells targeted at the province, including teleports, but I'm not sure if Returning is targeted at the province mechanics-wise. It could be it just affects the targeted unit(s).

Domes only affect rituals that are cast specifically at the province itself (by clicking on the province).

Domes do not stop Ritual of Returning or Returning from bringing a unit back into the capitol. They do not stop Wind Ride or Flying Monkeys from bringing a unit into the province with the dome. They do not stop rituals that only target the caster's province (summons, more domes, etc.)

Two turns ago I was sieging an enemy fort in a province with a dome. My sieging army was attacked by Ghost Riders. But now I can't remember if the Air Dome was still up in the ensuing battle! Doh. So it might be possible to cast targeted spells at a province with a dome, from within the dome itself. Or the Ghost Riders may have gotten lucky and broken the dome.

Tuidjy April 24th, 2008 04:47 AM

Re: Teleportation, summoning and sieges...
 
Vfb, I think there are exceptions to this rule (by clicking on the province)
I am 100% positive that in Dominions II, a dome over the caster's province
would stop the victim of a "Wind Ride" from landing.

I'd check it right now, but I am gonna stall in a game :-(

---------

Damn, Wind Ride is totally messed up, isn't it?

vfb April 24th, 2008 05:09 AM

Re: Teleportation, summoning and sieges...
 
I just tested it:

In Dom 3.15, the victim of Wind Ride is not stopped from landing in a province with a dome.

You can cast Ghost Riders inside a dome and target the same province, and it ignores the dome and attacks whoever is sieging the province. You can cast Arouse Hunger and it will place the ghouls inside the castle without fighting the siegers. If the caster is in any province other than the domed province, then the dome blocks the spell.

Tuidjy April 24th, 2008 02:13 PM

Re: Teleportation, summoning and sieges...
 
Wow. I have the impression that domes work different every time I test them.
I am very, very glad you told me all this. It will come damn useful in my
current game. And I certainly need to stop assuming Dom II rules apply.


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