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-   -   Thoughts on Hidden In Sand? (http://forum.shrapnelgames.com/showthread.php?t=37950)

Cheezeninja March 9th, 2008 03:56 AM

Thoughts on Hidden In Sand?
 
The mages you can get are pretty darned sweet, with good combinations of battle magic, but 75 gems is a very hefty price for an army of middling good units. Especially earth gems, which I can always find a thousand other uses for.

I'd like it better if it was F/D, as is I can only ever see using it when I really need mages with the paths you can get.

Zeldor March 9th, 2008 04:38 AM

Re: Thoughts on Hidden In Sand?
 
Rather death gems, not fire. They are surely nice, but really really expensive when it comes to spending earth gems. And you have to go to the wasteland, you cannot remotely cast it http://forum.shrapnelgames.com/images/smilies/frown.gif

vfb March 9th, 2008 06:13 AM

Re: Thoughts on Hidden In Sand?
 
What are the random paths on the Hidden in Sand mages?

Edi March 9th, 2008 06:18 AM

Re: Thoughts on Hidden In Sand?
 
Fixed E1D2H2
Randoms
100% FES
50% F
50% D

vfb March 9th, 2008 06:44 AM

Re: Thoughts on Hidden In Sand?
 
Thanks Edi!

Saulot March 9th, 2008 07:34 AM

Re: Thoughts on Hidden In Sand?
 
For those curious about the variables in the spell, without having to test it:

You get dust warriors and dust walkers. The warriors are better of the two. Here are some results with completely neutral scales:
Dust Warrior/Dust Walker/Total
11/31 42
12/13 25
16/16 32
14/36 50
9/27 36
9/18 27
16/32 48
9/25 34
16/34 50
11/39 50
11/19 30
15/33 48

As you can see, the max total of units tops out of 50. It should be noted that turmoil tends to be more random, but also have less warriors, averaging below 10. While Order tends to increase the number of warriors to around 15 on average and the total averages in the 40's.

It should be noted that luck and magic also factor in (I believe with the mages, and possibly with the units), though I haven't tested those because it starts to get complicated.

Also, never, ever, cast it outside a waste. The spell will work, but you'll only get one measely commander.

Edi March 9th, 2008 09:34 AM

Re: Thoughts on Hidden In Sand?
 
There is going to be a description change in the next patch. Hidden in Snow has been altered in the same manner wrt scales, but has no terrain restrictions.

Endoperez March 9th, 2008 12:19 PM

Re: Thoughts on Hidden In Sand?
 
Well, except Hidden in Snow gives you better warriors in turmoil.

B0rsuk March 9th, 2008 01:21 PM

Re: Thoughts on Hidden In Sand?
 
_better_ warriors, or more warriors ?

My opinion:

Both unrozen and Dust Walkers are size2 giants. Dust Walkers have 25-25 hp, 9 prot, 12 att 16 def (warrior). All have shields and heat, but no cold resistance. Simply put, they're tough. The priest has very varied randoms - Aside from HH, I've seen death, fire, earth and astral. Unfortunately Kopesh is not a magical weapon. Overall, Hidden in Sand are nice, but I think overpriced. Their stats are great all across the board, but it's hard to say how cost-effective they really are.

I think Hidden in Snow < Hidden in Sand. First, warriors and even regulars have shields and high Def. Second, fiery undead are a bit unusual. Third - even more weird - you get fiery undead for earth gems ! WTF ? Talk about unexpected. Sand gets you a priest, too. The only advantage of Unfrozen I can think of are those weird, lenth 4 magical flint swords.

Endoperez March 9th, 2008 01:52 PM

Re: Thoughts on Hidden In Sand?
 
Hidden in Snow cast in high Turmoil gives you more Unfrozen with Flint Swords, less Unfrozen with spears. The total amount is probably constant, similar to what Saulot got when he tested Hidden In Sand.


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