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February 20th, 2004, 11:29 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: 3 quick questions - noobie
About 3/
On a small (100 some provinces) map with only 2 AI, a ballpark figure for a newbie game should be 100 turns... Unless you're beaten early in the game, or are a defensive/development minded in which case it can be like 150... 
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February 20th, 2004, 01:26 PM
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Private
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Join Date: Feb 2004
Location: New York
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Re: 3 quick questions - noobie
Again - I truly thank you folks for responding to my quest for information - We noobies need all the help we can get - How about one more question - I keep hearing about the importance of understanding the magic element of this game. But as far as I can tell, all you do as a player is "research" and the computer takes care of the rest - that is, I don't actually "use" magic - the computer does it for me, and all I do is watch - or am I missing something else?
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The Captain
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February 20th, 2004, 01:37 PM
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Corporal
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Join Date: Dec 2003
Location: Sweden
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Re: 3 quick questions - noobie
magic includes summoning and ritual spells, as well as forging items that improve your commander.
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February 20th, 2004, 01:45 PM
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Sergeant
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Join Date: Feb 2004
Location: Germany
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Re: 3 quick questions - noobie
And by the path of research you choose you have a direct influence about the spells your mages are able to cast.
In addition you can script the first 5 spells for your mages and have further influence on the spells they will likely cast by giving them certain items/gems.
CharonJr
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February 20th, 2004, 04:57 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: 3 quick questions - noobie
Non-combat magic can be a very, very large factor except perhaps in the fastest, smallest furballs. Non-combat magic can be used to move armies, kill commanders, forge items to help commanders in various ways, summon assorted troops and commanders, gather intelligence on enemy provinces, find more magical sites, grant great health to your units, etc. You can't control spells in combat once the scripts run out (other than stipulating that the commander should cast spells or should instead melee or whatever) but for the duration of the script and outside of combat you have good control.
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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February 20th, 2004, 09:12 PM
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Private
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Join Date: Feb 2004
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Re: 3 quick questions - noobie
I quick clarification (I know this isn't obvious because I'm a newbie myself and it took me a while to figure it out).
To cause a commander to cast a sequence of specific spells in combat:
- Go to Army Setup and Click to Set Battle Orders for the commander
- Click "Cast Specific Spell"
- Choose the spell you want him to cast on turn 1
- Click "Cast Specific Spell"
- Choose the spell you want him to cast on turn 2
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You can script spells in this manner for the first 5 rounds. After that you can choose a generic "Cast" order and the computer will pick spells for the duration of combat.
- Matt L. :->
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February 20th, 2004, 10:50 PM
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BANNED USER
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Join Date: Jan 2004
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Re: 3 quick questions - noobie
In the vein of what mlepinski said, to cast a ritual (one not cast in a battle) spell:
Click the word "Defend" (or whatever the current orders for the commander is) under the picture of a mage, and click "Cast Ritual Spell", and choose one from the list. Some are summoning spells that summon a particular creature or creatures, some are global enchantments that effect the world as a whole.
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