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December 9th, 2003, 11:57 PM
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Private
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Join Date: Nov 2003
Location: Cleveland, OH USA
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Stop the Insanity!
So as an HPL fan I've been trying my hand (er.. tentacle) at R'lyeh but am not having much luck, particularly with those Void Gate summons I hear so much about. It seems like 75% of summons end up with my squid going feebleminded; sometimes with gating in a few lesser beasts but most often failing or being attacked. I've never gotten to a summoning skill above 1, and most that make it that far are nuts. Is this pretty normal or am I doing something wrong - & is there anything that influences the rate of void success? Should I aim for a high local dominion, or strong magic or luck scales, or bring some units with me into the gate? Does Astral level help? (my few Astral 4 Starspawns have seemed to fare no better).
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December 10th, 2003, 12:03 AM
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Second Lieutenant
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Re: Stop the Insanity!
I am a total newb. I tried Ry'leh once and was not impressed with void summonings (and convinced I was doing something wrong).
I used cheap star children which do have astral and gave them illithid soldiers as bodyguards. I had them enter the site. I used to think that all you needed was one skill in the applicable ability (in this case, it looks to be astral) to make a summoning site work.
I had that starchild wait inside the gate for turns and turns. Nothing. Orders were clearly "enter site." I never figured out what I was doing wrong. I did take a high luck scale in this instance. I wouldn't have so much minded going insane, becoming mindless, etc...but nothing seemed to happen. Unless insanity isn't listed under abilities in the usual portion of the unit description when you inspect the unit.
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December 10th, 2003, 12:03 AM
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Second Lieutenant
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Join Date: Sep 2003
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Re: Stop the Insanity!
Priestly level seems to help. Use priestly starspawns, not mages. I got to level 24 with my prophet without feeblemind.
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December 10th, 2003, 12:17 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Stop the Insanity!
Yes. To clarify: The void gate is meant to be used with Starspawns, even though it is not in the description of the gate or the unit. Any astral mage can enter, but normally there's a 75% (IIRC) chance of feeblemind, while Starspawns have only a 5% chance, and a certain hero has a 2% chance.
The description of the gate needs to have that info added, as currently it is driving newbies insane. Which is something Ryleh should never do...
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December 10th, 2003, 12:20 AM
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Private
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Join Date: Nov 2003
Location: Cleveland, OH USA
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Re: Stop the Insanity!
Thanks I tried that just now and it seems to help a lot! I was indeed using the Starspawn mages, a bad assumption.. The first time I made the mistake of choosing the sea-anemone-shaped pretender with Astral 9, thinking he would be great in the Gate. Four turns and one insane sea anemone later I had learned my lesson!
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December 10th, 2003, 12:50 AM
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BANNED USER
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Join Date: Dec 2003
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Re: Stop the Insanity!
I belive (from trial and error) that you should use a priest starspawn, as the other mage starspawns seem to go crazy 75% of the time also.
Again, I wish this type of stuff was called out in the docs. It's one thing for this stuff to be things you 'learn' on your own, when playing against the computer... it's totally another thing when you are playing a multiplayer game. And this game is supposed to be multiplayer, right?
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