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January 14th, 2008, 07:51 AM
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Sergeant
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Join Date: Oct 2007
Location: Tokyo, Japan
Posts: 346
Thanks: 11
Thanked 4 Times in 2 Posts
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Teleportation, summoning and sieges...
A couple of quick queries again regarding sieges...
1) Is it possible to reinforce besieged castles by teleportion spells, or will the the teleporters fight the besieging army? Or does this depend on the spell i.e. Gateway - which seems as though it will reinforce inside the castle, versus Teleport /Trapeze / Faery Trod, where its not so clear?
2) I realise most summons will conjure up inside the castle when cast by the besieger, but what about remote summons such as call of the winds/wild and arouse hunger etc? Will these summons attack the besieging army?
3) Will friendly domes prevent you from porting in your reinforcements to your besieged castles via magic means (1&2)? I hear they prevent enemy teleporters, but how about your own?
Thanks for the input!
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January 14th, 2008, 08:40 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
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Re: Teleportation, summoning and sieges...
1. The teleporters will fight the besieging army
2. Summons appear inside the castle if you are undersiege and you cast it. Remote summons will attack the besieging army.
3. Friendly domes will definitely prevent your own teleporters from coming in.
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January 14th, 2008, 11:12 AM
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First Lieutenant
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Join Date: Nov 2007
Location: Wizard\'s Tower
Posts: 603
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Re: Teleportation, summoning and sieges...
1 - From my experience teleporters will stay inside the castle.
2 - Call of the winds fight siegers
3 - I dont know but its been said that domes block the teleport spell aswell. This means that could block enemy teleporters and remote attack spells such as ghost riders??
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January 14th, 2008, 11:18 AM
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Sergeant
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Join Date: Oct 2007
Location: Tokyo, Japan
Posts: 346
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Re: Teleportation, summoning and sieges...
Er.. so its random if the teleporters end up inside or outside the castle?
Not 100% sure, but I've tried teleporting into a province the turn a beseiging army moves in and the teleporter ends up inside the castle. But not sure if this is also the case when the seige is already taking place.
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January 14th, 2008, 11:26 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
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Re: Teleportation, summoning and sieges...
I could be mistaken on 1.
Domes will definitely stop remote attack spells like ghost riders, but it's not 100%, the chance depends on the type of dome.
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January 14th, 2008, 11:39 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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Re: Teleportation, summoning and sieges...
If you cast call of the winds from within the castle and target the castle, they stay inside, haven't had the chance to test other cases since I very rarely use call of the winds.
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January 17th, 2008, 11:25 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
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Re: Teleportation, summoning and sieges...
Casting Horde from Hell remotely will reinforce the castle.
I'm surprised to hear Call of the Winds doesn't...bug one way or the other?
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April 24th, 2008, 03:26 AM
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Captain
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Join Date: Jan 2008
Posts: 913
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Thanked 53 Times in 33 Posts
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Re: Teleportation, summoning and sieges...
How about returning and the like? Do domes stop such friendly spells?
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April 24th, 2008, 03:47 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Teleportation, summoning and sieges...
Domes stop friendly spells targeted at the province, including teleports, but I'm not sure if Returning is targeted at the province mechanics-wise. It could be it just affects the targeted unit(s).
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April 24th, 2008, 04:07 AM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Teleportation, summoning and sieges...
Quote:
Endoperez said:
Domes stop friendly spells targeted at the province, including teleports, but I'm not sure if Returning is targeted at the province mechanics-wise. It could be it just affects the targeted unit(s).
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Domes only affect rituals that are cast specifically at the province itself (by clicking on the province).
Domes do not stop Ritual of Returning or Returning from bringing a unit back into the capitol. They do not stop Wind Ride or Flying Monkeys from bringing a unit into the province with the dome. They do not stop rituals that only target the caster's province (summons, more domes, etc.)
Two turns ago I was sieging an enemy fort in a province with a dome. My sieging army was attacked by Ghost Riders. But now I can't remember if the Air Dome was still up in the ensuing battle! Doh. So it might be possible to cast targeted spells at a province with a dome, from within the dome itself. Or the Ghost Riders may have gotten lucky and broken the dome.
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