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Old October 6th, 2009, 01:38 PM
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Default Re: Newbie questions, sitesearching + lots more Qs

Quote:
Originally Posted by binarysolo View Post
RE: 6) Huh, so I guess armor even protects against magic spells... just that a lot of them have AP/AN effects. (I was thinking in D&D mode I think, where armor has no effect on magical damage.) What about fatigue damage? Does armor protect against that?
Earth typically is physical damage and armor protects against it. Fire is armor piercing, meaning that armor is only half as good against it. Astral is commonly armor negating, armor doesn't protect at all. Armor doesn't protect at all against fatigue/stun damage (associated with Water), armor negating shock damage (Air), or poison (Nature).

Quote:
Originally Posted by binarysolo View Post
10) Sceptics (EA Arcoscephale) - does this unit reduce the dominion effect of the owner of the land, or the prevailing Pretender's dominion?
They work exactly like the Stone Idol item.

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Originally Posted by binarysolo View Post
11) Spell casting scripts -- say if I script a unit to cast, say, Shock Wave (range 2) and no enemy is nearby, does the caster change spells to something with more range, sit out for the turn, or move towards the enemy so she can cast the spell?
Something with an appropriate range. Units scripted to cast don't move. Only if they're set to attack will they get closer to an enemy in case they can't hit them directly. Attacking isn't the same as firing, too.

Quote:
Originally Posted by binarysolo View Post
12) Domes - what spells do and don't they protect? Obviously, direct fire spells (seeking arrow, volcano, etc.) are prevented. What about Monster Boars, Wolven Winter, or Teleport (or other spells)?
Protect against everything, including your own. Don't try to teleport back into your domed capital.

Quote:
Originally Posted by binarysolo View Post
13) I'm getting hit by the global "Wild Hunt" and my sacred leaders (not my priests) are targeted. What gives? (Oh, note I'm playing CBM 1.5.)
No idea, might be buggy.

Quote:
Originally Posted by binarysolo View Post
14) Twist fate - does that only protect against physical attacks, or does it protect against magic as well?
Against everything, AFAIK, like luck, but with a 100% chance and only once.

Quote:
Originally Posted by binarysolo View Post
15) "Stay behind" - If I have a leader set on this command and units guarding him, does he actually stay behind the units guarding him or move towards the battlefield?
If they're set to guard the commander that is told to stay behind, nobody will move.

Quote:
Originally Posted by binarysolo View Post
16) Elemental royalty - say if they're in the Hall of Fame, I still can't reanimate them into a mummy, right? To get them back I'd need to resummon them. If they are cursed/horrormarked (or have their paths empowered) do these effects last, or do they start fresh after each resummon, and I'd assume anybody else summoning them would get the same unit, complete with all debilitations/empowerments.
AFAIK that's right for unique units like that.
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