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Old September 12th, 2004, 04:19 PM

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Default Re: First newbie game: first impressions!!!

Ok so as to the "going under water problem": if I don't have a 3N mage, I have to empower him till he's level 3 to forge the item is that right??? But then I need a lot of nature gems...I guess there's a spell that allow to go under water, no???
As to the number of units: yes, i have seen that there are a lot of units (thanks to the 17 nations) but I felt that each nation individually didn't have much; well, they have a few, but they are not that much different; I guess that as you said the really "sexy" units are made with rituals.
But I guess these are high costs spells...
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Old September 12th, 2004, 04:30 PM
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Default Re: First newbie game: first impressions!!!

There are other magic items to give water breathing abilities to your armies; however, I think the other items require more than Construction 4, and so cannot be forged in the demo. I had forgotten about the global enchantment which allows *all* troops to go underwater as well. It is called Thetis' Blessing, require 5 water, and Enchantment 9 (making it a end game spell, and unavailable with the demo). There is another similar spell which prevents travel between land and sea, thus forbidding Atlantis from invading you (it requires Alteration 7, and so cannot be used in the demo).

If you are interested in knowing more about summoned creatures and/or magic items, there are two PDF guides showing everything that can be obtained during the course of the game. However, viewing these files is unadvised if you would rather discover spells on your own. These guides are linked to on a couple of websites, including Arryn's available here.

Edit: There are also a couple of magic items which enable a commander to breathe under water. Among these are the Shambler Skin Armour (requires Water 1 and Construction 2) and the Amulet of Breathing (Air 2 and Construction 2). It might be enough if you have a powerful commander able to take provinces on her own.
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Old September 13th, 2004, 04:44 AM

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Default Re: First newbie game: first impressions!!!

I have started my second game Last night, with Machaka, I took a Great enchantress with 2 in most magic paths (all but blood and water I think...), and 6 in astral...to have a site searcher...anyway, it's strange to have normal units after having used gian with Jotuhneim; I actuallay lost some battles!!! But one was very surprising: I had my pretender, a black sorcerer, I had lost of animals (through the spell), horned serpents, a wyvern, and a few archers, and machaka warriors, and I lost! I was facing something like 25 crossbowmen and 15 heavy infantry with a commander...and I watched the replay, and I saw that during the battle, my pretender, that was supposed to cast spell, just came forward into the melee to get slaughtered...I don't understand why...
I find it hard to know when I have enough firepower to win a battle...with Jotunheim I knew I could win all battles versus independents...but here...
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Old September 13th, 2004, 05:35 AM
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Default Re: First newbie game: first impressions!!!

- Magic sites do not require more than 4 in any given path, and most of the sites need 3 and less. However, having a high level of Astral is not a bad idea (quite an understatement here) when playing multiplayer, because of the workings of Magic Duel. I am not sure if the AI can actually do the same.

- Did you give your Pretender a Last order of "Cast Spells" (in the bottom half of the commander orders screen)? Spellcasters may cast poor spells from time to time, but they should definitively not be rushing to the frontlines, unless you have ordered them to do so.

- Since you seem to be outgunned in this battle (25 crossbows against your few weaker archers), you should consider putting all your troops as forward as possible in the battle setup. It will help them get in the fray more quickly, and so avoid losing too much due to enemy fire. You may still have a hard time breaking through the enemy infantry line, however.

- The Wyvern is a flying unit, and can go anywhere in the battlefield in a single turn. It is quite likely she will fly straight to the enemy alone, and so will get overwhelmed by all the defenders there. An order of "Hold and attack Rearmost" (making her wait two turns before attempting to attack behind the lines) might make her more effective, but having a few more Wyverns would not hurt in this case.

- I am sadly not an expert on Machaka, and so cannot give you any actual advice on how to win battles without too much trouble. In fact, I am having a tough time playing this nation, and so you definitively do not want my help on "how to play Machaka".
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Old September 13th, 2004, 05:50 AM

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Default Re: First newbie game: first impressions!!!

well, in the set battle orders screen, I have just set "cast spells"; so I supposed that she would cast spell for the whole battle...she also could have casted "Returning" to avoid her death, no????
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Old September 13th, 2004, 06:00 AM
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Default Re: First newbie game: first impressions!!!

Quote:
lillumultipass said:
she also could have casted "Returning" to avoid her death, no????
Not unless you specifically scripted that spell. The spellcasting AI will preferentially cast defensive buffs or offensive spells. I've never seen it cast any of the "save my ***" spells.
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Old September 13th, 2004, 05:57 AM
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Default Re: First newbie game: first impressions!!!

Quote:
lillumultipass said:
I find it hard to know when I have enough firepower to win a battle...with Jotunheim I knew I could win all battles versus independents...but here...
I assure you that if you set indy strength to 7+ (perhaps even as low as 5-6) you won't win all indy battles using Jotuns. Not unless you prepare carefully to counter the troop types that the indies have. The ability of even a large bunch of Jotuns outnumbered 2:1 or more by indy knights (a common ratio in the early to mid game) is by no means certain without strong magical support (or help from a SC pretender). You can also have a great deal of trouble with large amazon Groups, non-human special troops, massed archers, and hordes of small creatures that can swarm your giants and inflict many small wounds. Large numbers of small wounds may not kill your troops, but they'll rout and you'll lose the battle.
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Old September 13th, 2004, 06:54 AM

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Default Re: First newbie game: first impressions!!!

Quote:
Arryn said:
I assure you that if you set indy strength to 7+ (perhaps even as low as 5-6) you won't win all indy battles using Jotuns.
Having never played Jotuns before I joined an MP game as Jotun, I find myself quite surprised by what they can and what they can't killed. I once sent a group of a dozen odd giants against about 30 tribal cavalries. They lost miserably, with 3 or 4 deaths on either side. I then sent in a group of 25 indy archers. They won without a single loss.
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Old September 13th, 2004, 07:09 AM

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Default Re: First newbie game: first impressions!!!

thx Arryn!
but if I understood correctly, you can only script for the first 5 turns of combat, no??? and I don't want my pretender to leave after 5 turns...
anyway, I scripted some spells for my enchantress, and I guess she thinks she can do what she wants, because she didn't listen to me; I wanted her to cast the A1 spell that gives +1 in every paths, twice (is it cumulative, BTW?), and then other spells, but she kept casting, fire shield, astral shield, personnal luck...I guess she was afraid :-)
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Old September 13th, 2004, 07:32 AM
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Default Re: First newbie game: first impressions!!!

You can indeed only set up specific orders for the first five turns of the battle. Your Pretender can remain on the field after that, but will do as she wills.

The Summon Storm Power spell (the one you wanted to cast) only works during a Storm. It isn't cumulative with itself, but stacks with other spells increasing your magic paths. Since you are an Astral mage, there is a spell (Power of the Spheres if memory serves) which increase *all* your magic paths by one. I do not recall the school it is in though.

If your spellcaster cannot cast the scripted spell, it will cast another instead; she will start with defensive spells, and only when she is done with all these "buff" spells will she start casting offensive spells. However, even her offensive spells can be fairly weak; Air mages are known to love to cast the weaker phantasmal summons even if they have much more dangerous spells in their arsenal.

Incidentally, I have sent you a PM; did you get it? There should be a mail icon flashing above at the forums.
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