![]() |
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 |
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 |
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. |
Re: Some quick questions
Quote:
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 |
Re: Some quick questions
Quote:
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. |
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. |
Re: Some quick questions
Quote:
|
Re: Some quick questions
also mindless commanders cannot rout, even when the battle runs out - they die instead.
|
Re: Some quick questions
Quote:
|
Re: Some quick questions
Quote:
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? |
All times are GMT -4. The time now is 08:45 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.