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March 15th, 2006, 12:24 AM
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Sergeant
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Join Date: Aug 2005
Posts: 286
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Some quick questions
I still do not have the full game (  ) but me and my friend play the demo a good deal. I have done some tests on the game, and figured some stuff out, and read alot of the forums, but some questions I don't seem to be able to get answered.
Firstly, I noticed that death and nature give fear and suply bonuses, respectively. I was just wondering if these are the only two paths that do this, or if others do too (besides bless effects).
Second, I have seen cold + heat and untis frozen/on fire but I don't know what it does. Does anyone know?
Finally, I have always wondered how morale works. Does it effect one squad if another retreats? Do non-retreating units retreat if their squad members do? Does anyone know the equations for morale loss?
Any answers would be welcome, thank you very much. 
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March 15th, 2006, 01:06 AM
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Sergeant
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Join Date: Oct 2003
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Re: Some quick questions
Air +1 precision, +5 magic leadership
Astral +10 mLdr
Blood +5 undeadLdr +5 mLdr
Death +1 fear +20 uLdr
Earth +1 protection +5 mLdr
Fire +1 attack +5 mLdr +5 normalLdr
Nature +5 supply +5 mLdr
Water +5 mLdr +1(?) water breathing for troops
Holy none?
Unholy +1 fear +10 uLdr
Edit corrected magic leadership
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March 15th, 2006, 01:14 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Some quick questions
These effects are called Indirect magic in the manual.
Fire - Attack +1, Leadership +5
Air - Precision +1
Water - Water breathing for the mage, can take one additional unit under water per Water level above 1 (e.g. W3 mage can have two Knights go underwater with him).
Earth - Protection +1 (natural protection, doesn't stack fully with armor)
Astral - extra +5 magic leadership (total +10)
Death - 20 Undead leadership, but NO magic leadership at all! Also the Fear bonus.
Nature - Supply +5
Blood - Undead leadership +5
Unholy also gives Undead leadership +10.
Some paths get more powerful boni than others, but everything has something. All paths except Death also get +5 Magic leadership.
EDIT: Oops, Wick got before me. Well, at least I get to correct him, as only Astral gives +10 in Magic leadership.
And the listed bonuses are per magic level, and stack with each other.
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March 15th, 2006, 01:15 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
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Re: Some quick questions
Quote:
Fate said:
I still do not have the full game ( ) but me and my friend play the demo a good deal. I have done some tests on the game, and figured some stuff out, and read alot of the forums, but some questions I don't seem to be able to get answered.
Firstly, I noticed that death and nature give fear and suply bonuses, respectively. I was just wondering if these are the only two paths that do this, or if others do too (besides bless effects).
Second, I have seen cold + heat and untis frozen/on fire but I don't know what it does. Does anyone know?
Finally, I have always wondered how morale works. Does it effect one squad if another retreats? Do non-retreating units retreat if their squad members do? Does anyone know the equations for morale loss?
Any answers would be welcome, thank you very much.
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Units on fire take damage, frozen units have halved attack and defense.
One squad routing does not effect others. A squad cannot partially route- all members either route or continue.
EDIT: Indirect magic was already outlined twice. 
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March 15th, 2006, 02:36 AM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Some quick questions
Quote:
Fate said:
Does anyone know the equations for morale loss?
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After all this time I still dont think the exact equations are known. Some points about morale tho:
1) If every squad in the battle dies/routs, then all the remaining commanders will rout.
2) If every commander in the battle dies/routs, then all the remaining sqauds will rout.
3) If your force is composed entirely of commanders (bodyguards do NOT count as squads!) then when the first commander is killed the rest will rout.
One rule of thumb I like to use (but is by no means authoritative) is that my minimum size for a squad that will experience direct combat is 15 units for units with normal (10) morale. If they have more morale that minimum comes down a bit, if less it goes up.
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March 16th, 2006, 05:03 PM
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Sergeant
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Join Date: Aug 2005
Posts: 286
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Re: Some quick questions
Thank you for all your quick respones. Just to clarify, I assume non-routing untis fall apart (for undead) or something to that effect if their squad routes?
again, thank you. This is very helpful.
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March 16th, 2006, 07:58 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Some quick questions
Quote:
Fate said:
Thank you for all your quick respones. Just to clarify, I assume non-routing untis fall apart (for undead) or something to that effect if their squad routes?
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Mindless units will only dissolve when there are no commanders on the battlefield that are capable of leading them. Non-routing, non-mindless units will not rout when the rest of their squad routs, but don't make the whole squad less likely to rout.
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March 16th, 2006, 08:02 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
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Re: Some quick questions
also mindless commanders cannot rout, even when the battle runs out - they die instead.
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March 17th, 2006, 10:11 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Some quick questions
Quote:
Endoperez said:
These effects are called Indirect magic in the manual.
Fire - Attack +1, Leadership +5
Air - Precision +1
Water - Water breathing for the mage, can take one additional unit under water per Water level above 1 (e.g. W3 mage can have two Knights go underwater with him).
Earth - Protection +1 (natural protection, doesn't stack fully with armor)
Astral - extra +5 magic leadership (total +10)
Death - 20 Undead leadership, but NO magic leadership at all! Also the Fear bonus.
Nature - Supply +5
Blood - Undead leadership +5
Unholy also gives Undead leadership +10.
Some paths get more powerful boni than others, but everything has something. All paths except Death also get +5 Magic leadership.
EDIT: Oops, Wick got before me. Well, at least I get to correct him, as only Astral gives +10 in Magic leadership.
And the listed bonuses are per magic level, and stack with each other.
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For Water it's not eactly that according to my experience : a Niefel Jarl (W3) *cannot* have 2 Niefels with him underwater, only 1... So I suppose the full rule is that each level of Water magic allows for 2or 3 unit-size to accompany the leaders. If you can get 2 knights with W3 it's 3...
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March 17th, 2006, 12:24 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Some quick questions
Quote:
PDF said:
Quote:
Endoperez said:
Water - Water breathing for the mage, can take one additional unit under water per Water level above 1 (e.g. W3 mage can have two Knights go underwater with him).
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For Water it's not eactly that according to my experience : a Niefel Jarl (W3) *cannot* have 2 Niefels with him underwater, only 1... So I suppose the full rule is that each level of Water magic allows for 2or 3 unit-size to accompany the leaders. If you can get 2 knights with W3 it's 3...
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I remembered reading about that, but I never tried bringing Giants underwater. Or cavalry. Against tritons, you need numbers. Usually that means undead. Few giants won't change the battle either direction after you have cast a Reanimation or three, depening on the independents' level.
I also think some Water mages can bring more land-based units under water with them. I'm thinking of Sea Kings, but there might be others. Or am I confusing that with the Sea King's Goblet item?
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