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December 28th, 2006, 10:34 AM
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Private
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Join Date: Oct 2006
Location: Finland, where the polar bears dwell
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Re: Two Prophets Game!!!
You can also get multiple prophets by summoning an unique monster (King of Earth etc.), prophetising him, letting him die, waiting until you can appoint a new prophet and doing so, and finally resummoning the original prophet, who has retained his prophet status.
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December 28th, 2006, 12:19 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Two Prophets Game!!!
You can also prophet mercenary leaders which can be fun altho I dont think releasing it and then getting them back quite has the same doubling effect.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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December 29th, 2006, 04:25 PM
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Corporal
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Join Date: Dec 2006
Location: My Own Reality
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Re: Two Prophets Game!!!
Wow seems like two prophets is alot easier than I thought it would be. Is this a bug in the game or does Illwinter want multiple prophets running around??
It is alot of fun though, so hopefully they keep silly stuff like this in the game 
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December 29th, 2006, 04:49 PM
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Major General
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Join Date: Sep 2006
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Re: Two Prophets Game!!!
Quote:
Mordici said:
Wow seems like two prophets is alot easier than I thought it would be. Is this a bug in the game or does Illwinter want multiple prophets running around??
It is alot of fun though, so hopefully they keep silly stuff like this in the game
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I hope it isn't a bug and stays in the game. It's really cool, every turn now in one of my MP's, R'lyeh gets a prophet, must have tons.
By the way how insane does a commander after be before he starts doing mad stuff? Equipped a mage with dimensional rod, he is loopy 2...I mean insane 2.
He is a 4S 2D 2F 2E mage in a lab/fortress/temple what's the very worst he could do, should he go bonkers? For example, would he teleport off somewhere well stark, staring, fruit loopy or what?
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December 29th, 2006, 04:52 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
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Re: Two Prophets Game!!!
You can't pull it off until you've got a fair bit of research completed (barring a lucky break with rlyeh, but that usually takes a while too since you need a combination of a commander, insanity, and luck with the order they perform, plus the insanity part means that they're somewhat less than 100% functional). Having an extra mobile temple/smiter/divine blesser on turn 40 is cool, but hardly game-breaking, so I think it's here to stay, even if it wasn't intentional. (And from what I hear, Rlyeh's bonus prophets were intentional.)
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December 29th, 2006, 05:18 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Two Prophets Game!!!
Dont worry meglo, afaik commanders never use gems when they do crazy things and they wont attack(again afaik) unless they are sneaking and decide to defend or something(although funny things like non mages site searching you capitol can happen)
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December 29th, 2006, 05:39 PM
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Major
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Join Date: Dec 2006
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Re: Two Prophets Game!!!
I don't think there's a threshold number before craziness happens, the number just influences the probablity of it occuring (and if you haven't had a crazy commander before it's a turn-to-turn effect, not somethng that will happen every turn once it happens once). The crazy actions tend to be useless, but won't cause the commander to attack or burn gems, as Shovah said. I'm pretty sure even sneaking crazies are safe, but I'm not 100% on that. My rlyeh dominion-induced craziness had my friend's commanders performing a "heretic preaching" action sometimes that might have hurt his dominion some, as well as one action that was called "that's not a star." No idea what that one did. My insane rlyeh commanders all took semi-normal actions. Semi because non-mages and non-prests would still preach, research, or site search, plus the prophet option. I'm not sure on how many brands of crazy the game has in total, but at least two it seems.
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December 29th, 2006, 05:58 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Insanity...
...appears to cause the random choice of orders subject to certain rules.
Insane commanders will not move. They will not cast spells, start the construction or destruction of buildings, forge items, pillage provinces, reorganize troops, take gear from the lab (hmm, there's an idea), or change their squads' orders. I have never seen them hunt for blood slaves, and that may be barred as that costs unrest. They will not attack, unless they were sneaking in enemy territory and adopt a non-stealthy order.
They may research or site search (even if completely ignorant of magic), preach, defend, patrol, or become prophet (regardless of previous prophetizing). They may enter magic sites.
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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