.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old March 30th, 2010, 06:48 AM

militarist militarist is offline
Second Lieutenant
 
Join Date: Jan 2010
Location: Hawaii
Posts: 434
Thanks: 126
Thanked 4 Times in 3 Posts
militarist is on a distinguished road
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?
Reply With Quote
  #2  
Old March 30th, 2010, 07:19 AM
WingedDog's Avatar

WingedDog WingedDog is offline
First Lieutenant
 
Join Date: Jul 2008
Location: Russia, GMT +3
Posts: 623
Thanks: 117
Thanked 57 Times in 45 Posts
WingedDog is on a distinguished road
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.
Reply With Quote
  #3  
Old March 30th, 2010, 07:55 AM

Redeyes Redeyes is offline
Second Lieutenant
 
Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
Redeyes is an unknown quantity at this point
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.
Reply With Quote
  #4  
Old March 30th, 2010, 08:37 AM

Folket Folket is offline
Major
 
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
Folket is on a distinguished road
Default Re: call the winds

If thought Ghost riders stayed in the province.
Reply With Quote
  #5  
Old March 30th, 2010, 09:15 AM

rdonj rdonj is offline
General
 
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
rdonj is on a distinguished road
Default Re: call the winds

Nope. Ghost riders come, kill everything, and then leave.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
Reply With Quote
  #6  
Old March 30th, 2010, 10:58 AM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
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.
Reply With Quote
  #7  
Old March 30th, 2010, 11:36 AM

Calahan Calahan is offline
BANNED USER
 
Join Date: Nov 2007
Location: San Francisco, nr Wales
Posts: 1,539
Thanks: 226
Thanked 296 Times in 136 Posts
Calahan is on a distinguished road
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, 154 views)
Reply With Quote
  #8  
Old March 30th, 2010, 02:35 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
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.
Reply With Quote
  #9  
Old March 30th, 2010, 02:54 PM
WingedDog's Avatar

WingedDog WingedDog is offline
First Lieutenant
 
Join Date: Jul 2008
Location: Russia, GMT +3
Posts: 623
Thanks: 117
Thanked 57 Times in 45 Posts
WingedDog is on a distinguished road
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.
Reply With Quote
  #10  
Old March 30th, 2010, 03:17 PM

militarist militarist is offline
Second Lieutenant
 
Join Date: Jan 2010
Location: Hawaii
Posts: 434
Thanks: 126
Thanked 4 Times in 3 Posts
militarist is on a distinguished road
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?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:55 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.