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-   -   More questions III (http://forum.shrapnelgames.com/showthread.php?t=43629)

Corporal Kindel July 23rd, 2009 01:14 PM

More questions III
 
Hello players:

I have a few more general questions from a game I played listed below.

1) About magic sites, I’m playing Maverni & I found the Gomorrah magic site, which enables the recruiting of Ba’al, Raphalite warriors, and Melquart. I build a fortress, lab, and temple, but there were no additional recruiting options in the recruitment area, why?

2) I tried to use teleport for a druid that was heavily afflicted to a province where I had the chalice (on the other side of a large map), but when I cast ritual spell teleport, the only option it gave (for teleporting to) was the province I was currently occupying. Is this a bug, :bug: or am I doing something wrong?

3) I had a very strong guy snuffed out extremely quickly by a horror mark, :mad: :cry: he had A4 W3 E5 S6 D5 N3 and had the following items: dimensional rod, crystal shield, skullface, robe of invulnerability, boots of messenger, girdle of might, snake ring, and was loaded down with 20 gems covering all the paths he had. I’d thought he was pretty much invulnerable, especially with the robe-of-invulnerability, he had a 25+ protection. He got snuffed quickly by the very first attack by the horror, was I just incredibly unlucky (with the DRN, dominions dice roll) or do these horrors have some additional attack ability that I’m unaware of that makes a high protection mage basically useless? … It teleported next to my guy and just attacked physically, didn’t use magic.

4) I had another druid that listed (in the right-click possession’s view) him as susceptible to cold & poison. He had: staff of elemental mastery, starshine skullcap, robe of invulnerability, earth boots, ring of wizadry, tome of lower plains, and (clicking on fatigue) age 62(165) :man3: . I was wondering why he was susceptible to cold & poison since none of these items had any negative effects (as many other items do) and his age was under the affliction range (62 < 165) ?

5) During several battles, I noticed a large grouping of my guys suddenly taking damage (green numbers appearing over a slew of my guys) :medic: . The spells go by so quick it’s hard to follow what is happening & who is casting what. I think it’s from a leech spell, which the Lanka dudes seem to use a lot. Is this actually what’s happening or something else? And if so, what’s the best defense against it?

Thanks for the responses to my other posts, they helped a bunch ! I won the game by the way against the computer, Lanka just zapped out after a few key battles due to dominion .. it’s amazing what a good size dominion can do & a large map loaded down with temple in virtually every province :).

Burnsaber July 23rd, 2009 01:43 PM

Re: More questions III
 
Quote:

Originally Posted by Corporal Kindel (Post 702760)
Hello players:

I have a few more general questions from a game I played listed below.

1) About magic sites, I’m playing Maverni & I found the Gomorrah magic site, which enables the recruiting of Ba’al, Raphalite warriors, and Melquart. I build a fortress, lab, and temple, but there were no additional recruiting options in the recruitment area, why?

Gomorrah is capital site for Hinnom. You can't recrut other nation's units from their capital.

Quote:

Originally Posted by Corporal Kindel (Post 702760)
2) I tried to use teleport for a druid that was heavily afflicted to a province where I had the chalice (on the other side of a large map), but when I cast ritual spell teleport, the only option it gave (for teleporting to) was the province I was currently occupying. Is this a bug, :bug: or am I doing something wrong?

Did you try clicking the target province with the mouse after choosing to cast the spell from the ritual screen?

Quote:

Originally Posted by Corporal Kindel (Post 702760)
3) I had a very strong guy snuffed out extremely quickly by a horror mark, :mad: :cry: he had A4 W3 E5 S6 D5 N3 and had the following items: dimensional rod, crystal shield, skullface, robe of invulnerability, boots of messenger, girdle of might, snake ring, and was loaded down with 20 gems covering all the paths he had. I’d thought he was pretty much invulnerable, especially with the robe-of-invulnerability, he had a 25+ protection. He got snuffed quickly by the very first attack by the horror, was I just incredibly unlucky (with the DRN, dominions dice roll) or do these horrors have some additional attack ability that I’m unaware of that makes a high protection mage basically useless? … It teleported next to my guy and just attacked physically, didn’t use magic.

Horrors use "astral Claw" weapon which ignore armor. Bodyguards, luck, twist fate or teleporting away from the comabt might have helped.


Quote:

Originally Posted by Corporal Kindel (Post 702760)
4) I had another druid that listed (in the right-click possession’s view) him as susceptible to cold & poison. He had: staff of elemental mastery, starshine skullcap, robe of invulnerability, earth boots, ring of wizadry, tome of lower plains, and (clicking on fatigue) age 62(165) :man3: . I was wondering why he was susceptible to cold & poison since none of these items had any negative effects (as many other items do) and his age was under the affliction range (62 < 165) ?

The Staff of Elemental mastery grants you the "stoneskin" effect, which increases your natural prot to 15, but makes you suspectible to cold (erosion, you see?). The Robe of Invulnerability grants you the "Invulneraility" effect which gives you natural prot 25 but makes you suspectible to poison.
[/quote]

SlipperyJim July 23rd, 2009 01:56 PM

Re: More questions III
 
Quote:

Originally Posted by Corporal Kindel
Hello players:

I have a few more general questions from a game I played listed below.

I'm no expert, but I can help you a little bit. I'll do my best!

(D'oh! Ninja'ed! I'll leave my answers in place anyway.)
Quote:

Originally Posted by Corporal Kindel
1) About magic sites, I’m playing Maverni & I found the Gomorrah magic site, which enables the recruiting of Ba’al, Raphalite warriors, and Melquart. I build a fortress, lab, and temple, but there were no additional recruiting options in the recruitment area, why?

Ah, you captured Hinnom's capital province. Only Hinnom can recruit their units from their capital sites. This behavior is by design. Otherwise, as soon as you captured a nation's capital, you'd be able to recruit some of their coolest troops and/or commanders. That would erode the differences between nations, and it would also make capturing a capital into a dramatically game-changing event.

Quote:

Originally Posted by Corporal Kindel
2) I tried to use teleport for a druid that was heavily afflicted to a province where I had the chalice (on the other side of a large map), but when I cast ritual spell teleport, the only option it gave (for teleporting to) was the province I was currently occupying. Is this a bug, :bug: or am I doing something wrong?

After you cast Teleport, you need to click on your destination province.

Quote:

Originally Posted by Corporal Kindel
3) I had a very strong guy snuffed out extremely quickly by a horror mark, :mad: :cry: he had A4 W3 E5 S6 D5 N3 and had the following items: dimensional rod, crystal shield, skullface, robe of invulnerability, boots of messenger, girdle of might, snake ring, and was loaded down with 20 gems covering all the paths he had. I’d thought he was pretty much invulnerable, especially with the robe-of-invulnerability, he had a 25+ protection. He got snuffed quickly by the very first attack by the horror, was I just incredibly unlucky (with the DRN, dominions dice roll) or do these horrors have some additional attack ability that I’m unaware of that makes a high protection mage basically useless? … It teleported next to my guy and just attacked physically, didn’t use magic.

Horrors have some nasty armor-negating attacks IIRC. They can be very tough opponents. The best way to keep your mage from being eaten by horrors is to avoid Horror Marks in the first place. If that's not feasible, then see if your mage can cast Returning to run home.

There are tactics to kill Horrors, but they can be a bit tricky. Horrors have high Protection, MR, life-stealing attacks, and Ethereality. One of the best defences is to surrond your mage with lifeless (so the Horror can't drain them) bodyguards. Crushers, Gargoyles, Living Statues, and so forth. Then start spamming some armor-negating damage of your own. Incinerate is a popular choice. Gifts from Heaven could probably squish a Horror, but accuracy would be a problem.

Quote:

Originally Posted by Corporal Kindel
4) I had another druid that listed (in the right-click possession’s view) him as susceptible to cold & poison. He had: staff of elemental mastery, starshine skullcap, robe of invulnerability, earth boots, ring of wizadry, tome of lower plains, and (clicking on fatigue) age 62(165) :man3: . I was wondering why he was susceptible to cold & poison since none of these items had any negative effects (as many other items do) and his age was under the affliction range (62 < 165) ?

The Robe of Invulnerability will make him susceptible to Poison. I have no idea why the druid would be susceptible to Cold....

Quote:

Originally Posted by Corporal Kindel
5) During several battles, I noticed a large grouping of my guys suddenly taking damage (green numbers appearing over a slew of my guys) :medic: . The spells go by so quick it’s hard to follow what is happening & who is casting what. I think it’s from a leech spell, which the Lanka dudes seem to use a lot. Is this actually what’s happening or something else? And if so, what’s the best defense against it?

Green numbers are poison damage of some kind. You can counter them with Poison protection. Poison Ward should work.

Gregstrom July 23rd, 2009 02:05 PM

Re: More questions III
 
And as for 5: The green numbers are poison damage. Maybe a poison cloud spell or Breath of the Dragon?

thejeff July 23rd, 2009 02:14 PM

Re: More questions III
 
I think some of the blood spells do recurring damage which works like poison and has the little green floating numbers like poison, but isn't actually poison and isn't stopped by poison resistance.

As for stopping it: Kill them before they can cast it too many times? Take a look at the spell. MR may help. Regeneration helps against poison type damage, since it's spread out.


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