
March 5th, 2004, 03:17 AM
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Corporal
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Join Date: Jan 2004
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Re: Some questions on demo walkthrough
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Originally posted by LintMan:
1) I discovered the Golden Naga god all by its lonesome in a province to the southeast, and attacked with my (Gode) Prophet, a Herse commander and about 15-20 javeliners, huskarls, etc. It seems as though my commanders never showed up at the battle, just the squad. (If the commanders showed up, they weren't in their normal positions). After my giants pounded on the naga to maybe half strength, they all fled despite zero casualties. Then, next turn I rounded up my troops and re-attacked, with the same results: no apparent commanders, and my troops retreated after getting the Naga 1/3 down on health, with no losses on either side. Any explanations?
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Nore sure about this. Sounds like you're not moving your commanders into the battle, since I can't think of any other explanation for it. Unless it's a bug I'm not aware of.
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2) Is there any way for me to reasonably quickly build up an underwater-capable force to try to take some of the water provinces. My pretender is water-8/earth-4, so I'd think that should a fairly reasonable thing, but I don't see many spells that will help. Is Nifelheim (is that the giants race's name?) a bad one to play for any underwater capability, or do I have the wrong set of magic skills? (Or am I just missing the possibilities?)
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I believe water mages can take a certain number of units with them into the water automatically. Try just giving your pretender an army and walking him into the water.
Or, grab the magic items list off of Arryn's website and look for items that grant waterbreathing:
http://www.bl23c.com/arryn/index.htm
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3) How many mage-type units is a good amount to dedicate to research, rituals/summoning, and gem site searching? At about 30 turns in, if I dedicate all my mages to research, I get about 32 res/turn. Is that good or bad? I'd like more, so use for summons and searching as well, but the mages, costing 250 each, will have a very large upkeep, won't they? Site searching seems to be a painfully slow process, particularly like in my case, where I'm using my Pretender to lead a fighting force.
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32 research a turn isn't good at all. Sounds like you need to recruit more mages.
And upkeep is based on unit size, not cost. Hence, mages are cheap - at least in that respect.
And there are spells for pretty much every type of magic that can search provinces for sites from a distance. Optionally, get some mages other than your pretender out there searching for sites. Again, recruit more mages.
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4) What controls the number of provinces a unit can move in a turn? Sometimes, it seems my 2-move unit can move 2 provinces to get to certain ones, but only 1 province in another direction. Do nearby (but not blocking) enemy provinces matter for this? In another case, I noted one of my priests was able to move 2 provinces, while another priest could only move 1 province. Neither had any troops assigned, and neither was near any enemy provinces.
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Terrain type affects movement. Mountains, forrests, swamp, etc. = more difficult to move through than plains. Flying units can, of course, ignore this, as do units with "forrest survival", "swamp survival", etc. in their respective terrain types.
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