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  #1  
Old April 7th, 2007, 02:05 PM
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Default Effects on Land Units Going Underwater?

Is there a good place to go to looks for a summary of effects on land units, when they fight underwater (using barrel of air, or other means)? In particular I'm wondering if archers fire arrows at all, although I seem to remember from my Dom2 days (which was quite long ago), that there was a list of effects/penalties when you go underwater.

Sorry if I missed something from searching or in the manual, but I did at least make the effort before I posted!
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Old April 7th, 2007, 02:58 PM

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Default Re: Effects on Land Units Going Underwater?

I'm almost possitive that archers go melee underwater. Don't call me on it though.

I also recall finding an underwater site during a solo game that said it allowed the recruitment of some kind of archer but that a water mage needed to enter the site. I never got any to show up though.
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Old April 7th, 2007, 03:21 PM

calmon calmon is offline
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Default Re: Effects on Land Units Going Underwater?

No Archer can shoot (goes melee). Its only possible with special items like Ethereal Crossbow.

Panalaties are the same as for units with 'poor amphibian' under water, -4 move, -3 attack/defence and +1 encumbrance.
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Old April 7th, 2007, 03:24 PM
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Default Re: Effects on Land Units Going Underwater?

Thanks for the quick reply guys.

Quote:
calmon said:
No Archer can shoot (goes melee). Its only possible with special items like Ethereal Crossbow.

Panalaties are the same as for units with 'poor amphibian' under water, -4 move, -3 attack/defence and +1 encumbrance.
Yeah, this makes sense. I was pretty sure about the archer thing, but I was also thinking there was more to it than just that.
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Old April 7th, 2007, 03:29 PM
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Default Re: Effects on Land Units Going Underwater?

ethereal crossbow, lightning based archery, and mind blast are the only underwater missile attacks (besides water strike, and the other underwater evocations, or things like incinerate and frozen heart that attack from the inside out.)

since lightning works underwater, it makes storm demons all the better archers for taking on that sort of battle.
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Old April 7th, 2007, 03:56 PM

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Default Re: Effects on Land Units Going Underwater?

The LA Atlantis seal hunter/harpoon thrower can't even use their missile weapons underwater,and harpoons looked like an underwater misile weapon to me.

Here is a question though. Do flying units fly underwater?
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Old April 7th, 2007, 04:07 PM

Ewierl Ewierl is offline
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Default Re: Effects on Land Units Going Underwater?

Quote:
Darrel said:Here is a question though. Do flying units fly underwater?
Nope, no underwater flight. Dom2 had separate abovewater/underwater flight, but as far as I can tell, Dom3 has simplified that nicely by just eliminating the possibility of flying while underwater.
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Old April 7th, 2007, 04:28 PM

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Default Re: Effects on Land Units Going Underwater?

lol, yeah it shocked me the first time I tried underwater nation. Scripted my shark knights to hold and attack like I would other 'swimming' units in Dom 2 so they would appear at the enemy same time my regular troops would...and then they just slowly advanced like normal troops, while my regs were two turns ahead and getting the bejesus smacked out of em.
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Old April 7th, 2007, 08:43 PM
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Default Re: Effects on Land Units Going Underwater?

No blood magic either.

/idly wondering whether blood slaves insta-drown if you try, but maybe not -- drowning is checked on move, not in battle IIRC
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Old April 7th, 2007, 09:51 PM
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Default Re: Effects on Land Units Going Underwater?

they wont insta drown if you have an item to account for their breathing as well.

(a mage with a barrel of air or the like.)
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