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December 14th, 2003, 07:35 AM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 483
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Re: Urgent Spell Questions
1. Yes. Or he can use an extra gem(s).
2. No, he can cast 100, but he'll pass out right away. Anything above requires either higher skill or extra gems to boost magic level if you don't want him to pass out. It's {[listed fatigue/(magic level over required+1)]+spell casting enc}.
3. Yes. Use units that are not affected/have wards/sucide mage missions or at your own risk.
4. It's a lot of micromanagement, true, and I personally avoid it if I can because of that very same reason. They are usually very potent though.
The worst thing is that labs are usually far away, so once you cast them it's hard to reload gems to be able to cast them again. I'd love to hear suggestions about how to facilitate the micromanagement process. I already figured out carrying reserve gems on nonmage commanders, but any input would be appreciated.
[ December 14, 2003, 05:41: Message edited by: HJ ]
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December 14th, 2003, 10:33 AM
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Sergeant
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Join Date: Oct 2003
Posts: 286
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Re: Urgent Spell Questions
Quote:
Originally posted by HJ:
The worst thing is that labs are usually far away, so once you cast them it's hard to reload gems to be able to cast them again. I'd love to hear suggestions about how to facilitate the micromanagement process. I already figured out carrying reserve gems on nonmage commanders, but any input would be appreciated.
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Just adding a couple comments for the newbies.
1. Call of Winds is a cheap way to get a flying commander to ferry gems around.
2. Put the reserve gems on a scout and have him sneak. That way you won't accidently lose your reserve gems in a fight.
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December 14th, 2003, 01:21 PM
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Re: Urgent Spell Questions
Quote:
1. Call of Winds is a cheap way to get a flying commander to ferry gems around.
2. Put the reserve gems on a scout and have him sneak. That way you won't accidently lose your reserve gems in a fight.
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Going hand in hand with this. Don't carry your "gem hauler" around in the same province as your primary armies unless you feel relatively safe with alot of commanders (I'd say 5-6 at the minimum, which you should regardless for anti-assassination/artillery spells). Use your hauler to resupply then either A.) If he's a scout; leave him there so he can take a artillery/assassination hit or B.) Get your Hawk or Harpy or something quick moving (sometimes properly equipped scouts, though you can make new ones at a lab for cheap) back to a lab for refill.
I do a similiar type of action with magic items I use for map movement (sea/air travel and such to jump over a lake or attack from an less protected flank). Fly in the appropriate items, move your troops then fly them out when they are not needed. Though this can be risky on scouts if they get assassinated.
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December 15th, 2003, 02:03 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
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Re: Urgent Spell Questions
Quote:
Originally posted by Joonie73:
4. Gem using spells:
Are these worth it? There seems to be too much micromanagement required to constantly re-supply the mages with gems.
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Definitively worth it. Its the difference between casting a fireball and casting a firestorm.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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December 14th, 2003, 08:28 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: Urgent Spell Questions
Quite a few of the nicer protection / support spells require gems, too -- elemental wards, Warriors of Foo, Wind Guide, the spell that mistforms your entire army, etc. Many are indeed very useful.
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