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  #1  
Old January 26th, 2004, 04:36 AM

Odin248 Odin248 is offline
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Default supply?

Hi! I just downloaded the demo a few nights ago and I plan on buying the full Version but till then... I need a few questions answered...

When I install the full Version will it overwrite the demo Version?

How do i keep my armies supplied?... those little buggers are always starving dang it

What advantages are there for each of the weapons? (longsword, jotun axe, spear, etc.)

Thats about it, thanks
Darrin
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  #2  
Old January 26th, 2004, 04:55 AM

HJ HJ is offline
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Default Re: supply?

1. Yes, but you'll keep the saves.

2. Monitor supply and supply usage. Either use smaller armies, or the ones that don't eat, or forge some items that will give you supply bonus.

3. Rightclick on a weapon name to get its stats.
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  #3  
Old January 26th, 2004, 05:05 AM
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Default Re: supply?

Quote:
Originally posted by HJ:
1. Yes, but you'll keep the saves.
Actually, I believe the answer is no, it will not overwrite at all if you use the default settings. The game installs to C:\Program Files\dominions2 while the demo installs to \dominions2demo. Either way, you can simply specify a different directory when you install the game.

Quote:
Originally posted by HJ:
2. Monitor supply and supply usage. Either use smaller armies, or the ones that don't eat, or forge some items that will give you supply bonus.
Also, you can build fortresses as these radiate supply into adjacent provinces.
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  #4  
Old January 26th, 2004, 05:15 AM
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OG_Gleep OG_Gleep is offline
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Default Re: supply?

Your using Jotun I assume from your weapon question.

Jotun have major supply issues because they are giants. This is going to be an issue the entire game.

One of their mages has access to nature if I remember right. If you build a few of those, research construction 2, you should be able to mass produce the supply bags. Stick them on commanders and it should help aliviate your problem.

As for your weapon question....length plays a large role. Those with longer weapons can repeal attackers. Also some weapons are more effective then others. There have been tests done by other people that should give you more insight. Do a search on the forum and you should get a few threads.

[ January 26, 2004, 03:17: Message edited by: OG_Gleep ]
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  #5  
Old January 26th, 2004, 06:41 PM
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Taqwus Taqwus is offline
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Default Re: supply?

Weapons --
attack: with wielder attack skill, compared against defender's defense. Affects probability of hit.
damage: with wielder strength (not always; exceptions generally state so), compared against defender's protection (halved for armor-piercing, none for armor-negating), IF hit is scored; positive difference incl. die rolls reduces hp.
defence: some weapons are better when used for parrying than others. Affects attacker's defence. Some weapons are very bad at this.
length: Defenders with longer weapons can attempt to repel attackers with shorter weapons.
no. attacks: some weapons may be used more than once per action, e.g. flails.
precision: only for missile weapons. Along with firer's precision, affects hit probability.
ammo: only for missile weapons. 12 salvos for most bows, IIRC, 7 for Bow of War (but BoW fires 13 arrows a 'shot'...).
cost: different weapons have different resource costs. Folded into unit cost.

Flails ignore the defence bonus of shields, crossbows are armor-piercing (half-off), lightning weapons are armor-negating (yowch!).
Lances may only be used once per battle, but typically do a large 22 pts (ignores attacker's strength).
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  #6  
Old January 26th, 2004, 07:08 PM
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Default Re: supply?

Quote:
Originally posted by Taqwus:

Flails ignore the defence bonus of shields, crossbows are armor-piercing (half-off), lightning weapons are armor-negating (yowch!).
Morningstars are the ones that ignore shield defense (or have increased attack against them, dunno which), flails on the other hand have 2 attacks.

All whips have "strenght of wielder not added". Nets, like lances, may only be used once each battle.

[ January 26, 2004, 17:10: Message edited by: Teraswaerto ]
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  #7  
Old January 26th, 2004, 08:42 PM

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Default Re: supply?

Morningstars Ignore Shield Defense.
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  #8  
Old January 26th, 2004, 09:25 PM

johan osterman johan osterman is offline
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Default Re: supply?

Quote:
Originally posted by Zen:
Morningstars Ignore Shield Defense.
Both Morningstars and flails do.
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  #9  
Old January 27th, 2004, 08:27 PM

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Default Re: supply?

To cover the basis :


* Supply :

- Supply is value linked to each province (with large farmland, river provinces having high supply values, small wasteland or mountain provinces have a low base supply value). It is, of course, modified by your dominion : if you have a growth dominion and your dominion is poweful enough (the white candle) in the province, you'll have a large supply bonus.

- Fortresses help tremendously with supplies : a fortress in a province give a big supply bonus, and this bonus radiates from 4 provinces away (though it decreases for each province away from a friendly fortress) : bottom line, to help with supplies on a conquest wars, build fortresses the closest possible to the frontlines. Note : it is quite misleading, but the fortress "supply" value has nothing to do with this bonus : it is the amount of supplies available during sieges. The fortress "admin" value is used to compute the supply bonus.

- If you have nature mages in your army, they will automatically provide bonus supplies (the more mages, the more levels in nature, the better).

- There are two relatively simple items that can be forged by nature mages : one at level 2 construction (cauldron of broth) and at level 4 construction (bag of wine). The cauldron of broth give more supplies, but require a higher level of nature magic to forge. Anyone with 1 nature magic and level 4 construction can forge a bag of endless wine for a measly 5 nature gem.
Equip one or several of your leaders with those kind of items, and your supply woes are gone (note that one leader can only benefit from the bonuses of ONE bag or wine or ONE cauldron).
(Higher level and more complex items give supply bonuses too)

* Weaponry : Other posters have explained the details, I'll just give general guidelines

- generally speaking, swords (broad, long, two handed, falchions ...) are better weapons (high overall balance between damage, attack and defense) - you can usualy go with those blindly if you don't know what to choose. Note however than they have one weakness : they generally lack length

- "Crude" weapons are generally less effective than more "modern" weaponry. A maul is worse than a battleaxe. An axe (highly damaging but low accuracy and defense) is worse than a great sword.

- long weapons (spear and larger : glaives, halberds, long spears, pikes ...) ae useful, because if an attacker use a shorter weapon than the defender, the defender has chance to keep him at bay and counterattack (it is called "repel"), the chance to repel beeing largely based on the attacker morale's.
Bottom line : if morale is an issue for either side, long weapons might prove useful. Shabby morale phalanxes or pikemens will generally fare better.

- Then there are quite a lot of special weapons available to some of the nations ... Flails are very effective against low armor opponents, Flails and Morningstars against shielded opponents, poisonous weapons, etc ...
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