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-   -   Tartanians, drowning and fleeing (http://forum.shrapnelgames.com/showthread.php?t=38383)

Saxon April 11th, 2008 08:09 AM

Tartanians, drowning and fleeing
 
I got a few puzzling results last turn.

Is there a limit to how many Tartainians can be summoned in one game? Is there a reason I would fail to summon one two turns running? Can I get a refund of my twenty death gems? Ok, the first two questions are real, the third is just me whining.

Also, any reason units would drown suddenly, even though they have water breathing items and have been underwater for several turns already?

Finally, I thought troops that retreated from a siege were auto killed, even if there was a neighboring province to flee to. Is this correct? I am not whining about this, but some of my units successfully fled.

llamabeast April 11th, 2008 08:21 AM

Re: Tartanians, drowning and fleeing
 
Don't know about the first two, but you can safely flee from the inside of a fort (tunnels, presumably). I think the manual's wrong on that point.

vfb April 11th, 2008 08:30 AM

Re: Tartanians, drowning and fleeing
 
There's no limit on Tartainians. Are you sure they didn't show up as troops?

Non-aquatic, non-amphibious (not counting items) troops and commanders underwater that cannot flee to a neighboring land province drown instead of fleeing to a friendly water province.

Troops cannot retreat into a castle. But they can retreat into a neighboring friendly province. This is regardless of whether the battle was a break siege or storm castle. The manual is not wrong, is it just confusingly worded (it says they are "unable to return to the fortress", that doesn't mean they can't retreat to a friendly province).

thejeff April 11th, 2008 08:48 AM

Re: Tartanians, drowning and fleeing
 
There is an overall unit limit. I think recruitables come first, so summoned units are more likely to not appear.

This is only likely to be hit in large long games with at least some of the free spawn nations in play.

Saxon April 11th, 2008 09:34 AM

Re: Tartanians, drowning and fleeing
 
Thank you, that makes more sense. When they scattered during the retreat, some went to friendly land and some tried friendly water. The friendly water killed them. I have to suggest that is a bug. If the unit has magic to help them breath, they should be able to retreat nicely to another water province. Or am I missing something else?

On the Tartainains, I am very, very stupid. Thanks for reminding me they do not always appear as commanders. After all, I did spend a huge amount of time and energy getting that damn mage so they could cast GOR and the gem income to do so...

On the tunnels from the castle, good to know. I would have scripted things differently. Good thing I am in a newbie game…

sansanjuan April 11th, 2008 12:52 PM

Re: Tartanians, drowning and fleeing
 
Quote:

Saxon said:


On the Tartainains, I am very, very stupid. Thanks for reminding me they do not always appear as commanders. After all, I did spend a huge amount of time and energy getting that damn mage so they could cast GOR and the gem income to do so...

Good thing I am in a newbie game%u2026

Sax,
You are not alone in asking "where #@$! are my Tartarians?!!". I also thought my Tartarians were goofed up. Now to heal and GoR them. I like it that they made it a bit of a pain to get them going.

Acouchi is an excellent game for us new bloods. Lots of things to try. Fun battles and adversaries. etc. Almost every turn turn I learn something from my wiser opponents.
-SSJ

Darkstone April 11th, 2008 01:52 PM

Re: Tartanians, drowning and fleeing
 
"On the tunnels from the castle, good to know. I would have scripted things differently. "

I think I mentioned that to you like 30 turns ago.

"Acouchi is an excellent game for us new bloods. Lots of things to try. Fun battles and adversaries. etc. Almost every turn turn I learn something from my wiser opponents.
-SSJ "

Quoted for truth. The excitement of dealing with flesh and blood opponents who tend to pull tricks out of thin air is pretty great.

I'm curious however, with how people deal with the micro situation in end-game (and I tend not to stick through larger games that drag out too long in SP). Doesn't it get difficult, annoying, or tedious?


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