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  #11  
Old March 16th, 2004, 10:32 PM
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Argitoth Argitoth is offline
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Default Re: FoS should be cold blooded

Quote:
Originally posted by Kristoffer O:
Norfleets idea has some merits.
Patch 2.09 anyone?

Kristoffer? what the.. *fails a morale check and runs away in fear*

AHHH!!

[ March 16, 2004, 20:34: Message edited by: Argitoth ]
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  #12  
Old March 16th, 2004, 10:36 PM

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Default Re: FoS should be cold blooded

Quote:
Originally posted by Norfleet:
I think that anything with Swamp Survival should also be made immune to miasmatic dominion's effects. After all, Miasma is turning things into swamp, so shouldn't swamp survival units be able to....survive there?
Sounds reasonable and avoids the Pretender specific issues. A neat solution.
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  #13  
Old March 16th, 2004, 10:58 PM
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Default Re: FoS should be cold blooded

Adventurer's Ring:
-Construction 6
-Level 1 Nature
-Level 2 Earth

*Swamp Survival
*Forest Survival
*Mountain Survival
*Wasteland Survival
*+3 Magic Resistance
*Gives "Haste"
*+1 map movement

give or take anything... just an idea.

[ March 16, 2004, 21:05: Message edited by: Argitoth ]
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  #14  
Old March 17th, 2004, 12:51 AM
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Default Re: FoS should be cold blooded

Everyone voted "Good Idea" except one person. I wonder who that one person was.

[ March 16, 2004, 23:05: Message edited by: Argitoth ]
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  #15  
Old March 17th, 2004, 04:51 PM
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Default Re: FoS should be cold blooded

Quote:
Originally posted by Argitoth:
Adventurer's Ring:
-Construction 6
-Level 1 Nature
-Level 2 Earth

*Swamp Survival
*Forest Survival
*Mountain Survival
*Wasteland Survival
*+3 Magic Resistance
*Gives "Haste"
*+1 map movement

give or take anything... just an idea.
2N, 1E, I would say. And giving all the survivals would be enough, as they mainly affect the change of getting diseased when starving...
IIRC right and they also let you move through special-terrain provinces without them slowing you down adding one more movement point ABOVE that would be too good. And I don't think this should give Haste, as that is quite powerful in battle. Making a unit faster in battle would be reasonable, but it shouldn't double that amount...
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  #16  
Old March 17th, 2004, 05:15 PM
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Graeme Dice Graeme Dice is offline
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Default Re: FoS should be cold blooded

Quote:
Originally posted by Endoperez:
And I don't think this should give Haste, as that is quite powerful in battle. Making a unit faster in battle would be reasonable, but it shouldn't double that amount...
Haste increases movement speed only, which isn't that powerful. It's no different than the boots of long strides, which are construction 0, nature 1.
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  #17  
Old March 17th, 2004, 05:16 PM
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Default Re: FoS should be cold blooded

Quote:
Originally posted by Peter Ebbesen:
quote:
Originally posted by Norfleet:
I think that anything with Swamp Survival should also be made immune to miasmatic dominion's effects. After all, Miasma is turning things into swamp, so shouldn't swamp survival units be able to....survive there?
Sounds reasonable and avoids the Pretender specific issues. A neat solution.
I agree with this, and although Tuna's mod is a good "quick fix", Norfleet's suggestion is far superior, and affects more than just the pretender's role in Miasma games.

I would love to see the "new swamp survival" in a future patch.
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  #18  
Old March 17th, 2004, 06:27 PM
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Default Re: FoS should be cold blooded

Yup sounds good. Improved Swamp Survival.

Not the ring though, sorry. Get rid of the MR maybe, or at least reduce it to 1.
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  #19  
Old March 17th, 2004, 08:26 PM

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Default Re: FoS should be cold blooded

What non-C'tis units get swamp survival?
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  #20  
Old March 17th, 2004, 08:38 PM
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Default Re: FoS should be cold blooded

Quote:
Originally posted by Yossar:
What non-C'tis units get swamp survival?
I'd imagine (although I don't have the game fired up in front of me) that at least some of Pythium's Serpent Cult units get it. I could check at lunchtime.

[ March 17, 2004, 18:38: Message edited by: fahdiz ]
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