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  #1  
Old November 20th, 2006, 02:47 PM

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Default Void Gate efficiency

Does anyone know what factors affect Void Gate summoning? I know summoning skill changes the type of summons you get, but does it change your chance of going mad/being attacked? I read somewhere that magic/drain changes things somehow but I'm not sure about luck/turmoil.

Sometimes I get a load of cool monsters, and sometimes I lose a starspawn almost every turn...
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Old November 20th, 2006, 07:44 PM
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Default Ooh, the magic slot machine.

Lots of unknowns. Don't think the devs have given much detail at all on this.

At least in Dom 2, it was recommended that you stick with the holy starspawn, at least. In Dom 3, holy starspawn or the Void Spectre make sense. Also, the Stargazer hero is supposed to have a lower chance of going mad.
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Old November 20th, 2006, 10:29 PM

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Default Re: Ooh, the magic slot machine.

Note that when your summoning skill gets too high, you stop getting vastnesses. apparently this has something to do with balance. Stupid. (It's a good idea, but I happen to like vastnesses) I assume that a higher skill means bad things are less likely to happen. Even so, an item or two, and a bodyguard of ilithids can stop most of the attacks, though they do nothing about the feeblemind.
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Old November 21st, 2006, 12:10 AM
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Default Re: Ooh, the magic slot machine.



I would like to add possible creatures for the void gate. Does anyone know if a modding command exists for adding creatures which can be summoned from the void gate??
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Old November 21st, 2006, 06:23 AM
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Default Re: Ooh, the magic slot machine.

Just an idea for the Void Gate: I'd love it if the Void Gate were bottomless, as in new creatures kept being added, preferrably without us publicly knowing what all was in there. If it could be balanced as far as stats go by a small group of moderators-who themselves would each only know a portion of the critters the void gate could summon up-then you'd never really know *what* you were going to get. This would also be a fine place to stick "easter eggs" if the Devs got involved You could even have void artifacts-occasionally the voidgate could spit out a magic item or even a spell that noone's ever heard of before. Ofcourse, airbourne astral diseases that turn your citizens and troops into headless bloodfreaks as per crossbreeding are also possible...

P.S. I'm going to try to mod voidgate into early age, quite possibly a handful of voidgate sites, and then have some independent starspawn types, kind of to represent an alien landing (Thinking Chariots of the Gods here). Any suggestions for implementation would be welcome
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Old November 21st, 2006, 06:24 AM

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Default Re: Ooh, the magic slot machine.

I've found ilithid bodyguards are hopeless. Too much time trying to mindblast mindless Otherness'. Then they get squished. I find the best approach is to fight fire with fire. A couple of blessed Formless Spawns mixed in with the bodyguards can deal with almost anything.

Still, it would be nice to know if I should go for an Order-3 or a Luck-3 strategy with Ryleh.
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Old November 21st, 2006, 01:04 PM
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Default Re: Ooh, the magic slot machine.

I think Luck (the scale) affects it.
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Old November 21st, 2006, 01:36 PM
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Default Land of Freaky Things

One could have a map with a province that had:

- Strange House in the Mist (is this the other Void Summon site?)
- The Forgotten City (IIRC, this is the enter-for-treasure site)
- Vale of Infinite Horror (unrest, horror marking...)

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