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February 18th, 2007, 03:59 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Fever Fetish
Quote:
Endoperez said:
You won't get nearly as many gems from undead, though.
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Barbarian fetish farms are fun, in a evil kind of way. 
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February 18th, 2007, 06:12 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Fever Fetish
Quote:
Meglobob said:
Barbarian fetish farms are fun
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That sounds raunchy... 
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February 19th, 2007, 09:27 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Fever Fetish
Do people reckon you get the same number of gems regardless, undead aside? I put some fetishes on my sea kings, thinking that because they regenerate they never die, but I got very few gems off them. Was that just bad luck?
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February 19th, 2007, 11:31 AM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
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Re: Fever Fetish
I thought it was one gem a turn, period? Is the rate different, and for what reasons?
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February 19th, 2007, 11:54 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Fever Fetish
The rate varies, for reasons unknown. It seems rather random. It seems to be between 5 and 9 gems in ten turns.
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February 19th, 2007, 01:01 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Fever Fetish
Quote:
llamabeast said:
I put some fetishes on my sea kings, thinking that because they regenerate they never die, but I got very few gems off them. Was that just bad luck?
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regenerating lost HP != preventing permanent HP reduction
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February 19th, 2007, 01:17 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
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Re: Fever Fetish
I think the formula is like:
The fewer the current life compared to total life the better the chance to get a gem.
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February 19th, 2007, 02:57 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Fever Fetish
Quote:
calmon said:
I think the formula is like:
The fewer the current life compared to total life the better the chance to get a gem.
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Intriguing. In that case, you should get a creature nearly dead, then give it a ring of regeneration so it never dies. Lots of gems!
I've currently got a lovely fetish farm where someone's holding the chalice. I take the fetishes off them a couple of turns before they die, then normally they recover to full health so they can be diseased again!
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February 19th, 2007, 03:40 PM
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Private
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Join Date: Aug 2005
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Re: Fever Fetish
In one of my games I found a province where I could build Kapa cheiftans (turtle guys with recuperation), when I placed a fever fetish on a one of them they got diseased but they never lost any hitpoints.
I wonder if the latent recuperation of the unit cured them of the disease and allowed them to go back to full health and they subsequently got diseased again on the beginning of a new turn.
The only bad thing is that I only got one firegem after 8 turns. 
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February 20th, 2007, 08:51 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
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Re: Fever Fetish
Quote:
calmon said:
I think the formula is like:
The fewer the current life compared to total life the better the chance to get a gem.
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I step back from my viewpoint. It seems that you just need less life then maxlife to bring them up to work good.
I did some tests with high hp units and low hp units, there wasn't a big difference. Both worked fine.
So the conclusion is, use units with high hitpoints and without undead state and without regeneration. Regenerate them periodly with items.
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