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  #1  
Old March 30th, 2010, 06:48 AM

militarist militarist is offline
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Default call the winds

If I cast call the winds.. or send a horror.. does it have a sense to send them to one province ? Will they fight all together or each army independently?
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  #2  
Old March 30th, 2010, 07:19 AM
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WingedDog WingedDog is offline
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Default Re: call the winds

Hawks from call of the wind are consider to be your troops, horror - special monster. There will be 2 battles in that province, order, I beleive, depends on casters ID.
But I think your plan was to kill PD with horror and then claim empty province with hawks. Usual tactic is to give oder to scout from adjoining province to MOVE into the province same turn you send horror to it.
Note: don't order scout who's in the province to Atack current province, as he may (and often does) attack it before horror.
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Old March 30th, 2010, 07:55 AM

Redeyes Redeyes is offline
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Default Re: call the winds

Actually, the special monsters attack always happens before the one from rituals with units you permanently control - this includes teleport spells.

In effect, all spells like Send Horror (other example. Ghost Riders) will go together in one initial battle with Call of the Winds/Horde From Hell/Teleport spells happening immediately after but before regular troop movement.

If the special monsters win the province becomes independent, empty and of all troops. If you also ordered another army to enter (or teleported/farsummoned one) it will instantly be taken as would any other defenseless province.
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Old March 30th, 2010, 08:37 AM

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Default Re: call the winds

If thought Ghost riders stayed in the province.
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Old March 30th, 2010, 09:15 AM

rdonj rdonj is offline
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Default Re: call the winds

Nope. Ghost riders come, kill everything, and then leave.
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Old March 30th, 2010, 10:58 AM

chrispedersen chrispedersen is offline
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Default Re: call the winds

Quote:
Originally Posted by Redeyes View Post
Actually, the special monsters attack always happens before the one from rituals with units you permanently control - this includes teleport spells.

In effect, all spells like Send Horror (other example. Ghost Riders) will go together in one initial battle with Call of the Winds/Horde From Hell/Teleport spells happening immediately after but before regular troop movement.

If the special monsters win the province becomes independent, empty and of all troops. If you also ordered another army to enter (or teleported/farsummoned one) it will instantly be taken as would any other defenseless province.
Not true. Game just concluding we had call of the winds and horrors in the same combat against the defender.
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Old March 30th, 2010, 11:36 AM

Calahan Calahan is offline
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Default Re: call the winds

Attached is a quick test that shows the spells 'Call of the Winds' and 'Send Lesser Horror' always producing separate attacks, and the attacks taking place in a random order each turn (so very likely based on caster id# like everything else, and whether or not the id#'s are being processed high-low or low-high for that particular turn). Just host the game a few times to simulate the test.

At no stage did the spells produce a joint attack, since as WingedDog says, Horrors (and like spells) are tagged as 'special monsters' and Call of the Winds (and like spells) are tagged under ownership of the nation that cast them.

Quote:
Originally Posted by chrispedersen View Post
Not true. Game just concluding we had call of the winds and horrors in the same combat against the defender.
Please can you produce a save game to back this up. Since I think many would be very interested to see this as it would mean three different opposing 'sides' could be present at the start of a battle, and would go against common understanding of how the game works regarding battles.

Since as it is understood right now, all individual battles are always 1-on-1. Nation vs. Nation. Not Nation vs. Nation vs. Nation. (and special monsters summoned during a battle do not count as forces present when the battle is triggered and initiated)
Attached Files
File Type: zip Remote_Attack_Test.zip (69.6 KB, 155 views)
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Old March 30th, 2010, 02:35 PM

chrispedersen chrispedersen is offline
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Default Re: call the winds

Sure, this was NVV game, which was a team game; our team files are available in our team folders (send me an email, I'll send you a pw).

I don't remember the turn#. but on the turn in question, our team Achoo cast ghost riders, horrors, and call of the winds at niefle. Cast respectively by Sauromatia, Mictlan, and Pangea by soulstone.

It was a foul up on our side, but nontheless we were surprised when there was only one fight.
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Old March 30th, 2010, 02:54 PM
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WingedDog WingedDog is offline
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Default Re: call the winds

Quote:
Originally Posted by chrispedersen View Post
It was a foul up on our side, but nontheless we were surprised when there was only one fight.
My explanation there was only one battle is: ghost riders and horrors are special monsters so they attacked province together killing the defenders, then hawks from 'call of the winds' claimed empty province.
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Old March 30th, 2010, 03:17 PM

militarist militarist is offline
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Default Re: call the winds

"My explanation there was only one battle is: ghost riders and horrors are special monsters so they attacked province together killing the defenders, then hawks from 'call of the winds' claimed empty province"

That's clear about regular units, but not clear about PD.. if I cast horror, it kills PD, but PD has an ability to recover.Just I don't know if it's recovered each fight or each turn.

Another question - if I cast 2 calls of the winds or more into 1 povince - will they always fight together the same battle?
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