|
|
|
 |
|

October 11th, 2006, 02:52 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
Or more spesifically, units with 0 Encumberance aren't burdened down by their armor. They get fatique only from magical sources, that is, from casting spells and from being targeted by fatique-increasing spells. They have no metabolism and can't get tired.
|

October 11th, 2006, 11:37 AM
|
Corporal
|
|
Join Date: Sep 2006
Posts: 148
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
Two questions about pretender blessings from takign high paths:
1) What does Reinvigoration +2 mean? Do you lose 2 pts of fatigue each turn?
2) Does REgeneration 10%, regen 10% of hit pts or 10% of damagE?
ty
|

October 11th, 2006, 11:45 AM
|
Sergeant
|
|
Join Date: Mar 2004
Posts: 304
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
1) Reinvigoration helps reduce fatigue for the wearer.
2) I'm not sure. I thought regeneration always had a value assigned to it. Like regeneration 6 meant the unit regained 6 HP back each turn.
My own question. Is there a way to have a mage forge the same magic item every turn? I tried shift+f but next turn he is set back to "defend" status.
It would make it much easier to mass produce those skulls that give you +9 to research.
Thanks,
Chris
|

October 11th, 2006, 11:59 AM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
1) Reinvigoration +x is just that: An extra x points off fatigue every turn.
2)Regeneration is by percentage of max hp. Thus much more useful for high hp creatures. Note that for pretenders (and prophets) max hp and thus regen varies with dominion.
And I'm pretty sure there's no way to set someone to forge the same item every turn. It's been requested more than once though.
|

October 11th, 2006, 12:03 PM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
Quote:
Taqwus said:
If the banefire's Decay effect is not resisted, there usually won't be any "after the battle" for the affected units.
At least in Dom 2, Decay was survivable IF you had very, very high regeneration and base hp, but otherwise, you'd die -- it'd iterate through turns of damage and kill you.
|
It ages the target in Dom3. I don't know how much, but I quess it won't kill now, at least not directly.
|

October 11th, 2006, 02:28 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
Yah, noted that in the manual last night. Less guaranteed-kill... and if it's solely age-based, it's less universal. Used to be that Decay would kill undead, too.
Not that the game is lacking in instadeath or near-instadeath... high Blood seems to have gained some very, very nasty spells that would seem useful for sending an enemy SC to Hell (literally).
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|

October 11th, 2006, 04:52 PM
|
 |
Lieutenant General
|
|
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
Cocythos is better. They'll be stuck in ice for all eternity, and if they are big enough traitors Satan (or is it Shai'tan, Enemy of Gods and Men in Dominions?  ) will chew on them for all eternity.
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
|

October 11th, 2006, 06:00 PM
|
Private
|
|
Join Date: Oct 2006
Posts: 13
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
Am I understanding properly that nations with heat/cold scales are good things, since your Pretender would set his heat/cold scale up or down, thereby gaining extra points to spend on things? For example, Abysia wants a heat scale of +3, so your Pretender sets his heat scale to +3 and gains 120 points to spend on other stuff.
|

October 11th, 2006, 06:02 PM
|
 |
Lieutenant General
|
|
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
Yes, they are very good things.
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
|

October 11th, 2006, 06:26 PM
|
Private
|
|
Join Date: Oct 2006
Posts: 13
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Just an idea of mine - the Dom3 Q&A thread
How can you tell which nation's buildings can build whatever outside of the capital. Specifically, which nation's non-capital labs can produce mages?
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|