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-   -   underwater troops (http://forum.shrapnelgames.com/showthread.php?t=20350)

Merry Jolkar August 14th, 2004 02:24 PM

underwater troops
 
One of my players had the following query. Any thoughts?

"I ran into problems with water magic items in that I could never take the maximum number of troops into the water with my commander.

I never figured out why but there would always be some troops that I couldn't take with me. It was not specific to a type of troop or commander.
I might have half of the satyrs created in the previous turn not be eligible for underwater travel.

It was frustrating when you think you can take in 25 troops and then only 16 get to go."

Thanks,
Merry

Aku August 14th, 2004 03:13 PM

Re: underwater troops
 
Giant troops are something like half the amount I think. I am not sure what size number that is though. So maybe he has some really big troops lessening the number he can take of his normal size troops.

Arryn August 14th, 2004 05:39 PM

Re: underwater troops
 
Humans are size 2, while Jotuns (giants) are size 4, thus only half the stated number of Jotuns could enter water (assuming that's your problem, since you have not said what *type* of troop you're having problems with). As for mounted humans (knights, cavalry), they are size 3. So 25 * 2/3 = 16, which might explain what you're seeing.

Ironhawk August 17th, 2004 04:40 PM

Re: underwater troops
 
Yeah - the waterbreathing ability for additional units is listed as "X units". But in fact it is "X size 2 units worth of space", which you can fill up any way you want.

Vynd August 17th, 2004 04:51 PM

Re: underwater troops
 
Several of the waterbreathing items actually mention in their descriptions that they can take fewer giants or cavalry underwater than they can infantry.


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