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  #1  
Old May 31st, 2007, 10:57 PM
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Default Re: New Void Summoning Question

I really hope the Devs expand the Void Gate concept, both in the variety of units in it's current incarnation (which is excellent, but more, weirder, and rarer in this case is better-especially if we could see some new, powerful and strange, but specialized units for the long game), and as a type of special location in the game as a whole.

It really appeals to me.
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  #2  
Old May 31st, 2007, 11:20 PM
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Default Re: New Void Summoning Question

I haven't gotten bored of the void gate yet, but it's the first LA Rlyeh game I've played.

I really dig the summoning sites too. It would be nice if they worked like the void gate. It would be extra fun if my death mage popped into one to go grab a bane or whatever, and was randomly attacked like the void gate does. Maybe in Dom 4? Then all nations could enjoy the suspense that Rlyeh gets!
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Old June 1st, 2007, 01:31 AM
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Default Lost in Time and Space

I had no idea that commanders who got "Lost in Time and Space" could come back (with more astral magic, but less sanity). I thought they were gone forever.

It would have helped if he'd come back to a province Rlyeh owned though.

So, I think the best plan may be to depend on bodyguards to overcome accidents at the void gate, but script returning so that when the Starspawn comes back from time and space, into a hostile province, he can follow the script and bail. Have to load up on pearls just in case the Starspawn chews through a bunch in the battle though.
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http://z7.invisionfree.com/Dom3mods/index.php?
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Old June 1st, 2007, 01:38 AM
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Default Re: Lost in Time and Space

I'm not tired of it either, but once you've played a game to the 240th turn, I could see wanting more out of the VoidGate beyond Vastnesses. Vastnesses are awesome, don't get me wrong, but in a very long game I think, in the greater eventuality, you should get some Pretender-quality summons from it.
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Old June 1st, 2007, 02:44 AM

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Default Re: Lost in Time and Space

IIRC from previous Void Gate threads, two things are suggested having an effect on Gate summonings:

1) Summoning skill. Basically the higher, the better (and more likely) summons. But you no longer get Vastnesses from Gate once your summoning skills gets too high. Quantity (and quality of Otherness) will improve, though.

2) Luck scale. Higher the better.

Wouldn't be surprised if some items provided bonuses for Gate users (Lucky pendant and Nethgul come first to mind). Or summoner's skill in astral magic.

As said earlier in this thread, exact Gate mechanics have never been revealed, so I'd hazard a guess that 'retiring' your dedicated summoner and replacing her with a new recruit could result in more Vastnesses (eventually, if you're lucky), once your summoners skill hits the 'magic range'.
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Old June 1st, 2007, 10:38 AM
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Default Re: Lost in Time and Space

Has anyone else ever observed their Void Gate "drying up" somewhere around turn 80-100? It has seemed to happen to me a couple of times.
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Old June 1st, 2007, 12:54 PM
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Default Re: Lost in Time and Space

I love MA R'Lyeh (I haven't really tried LA yet) and the void gate is a big part why. I always use a priest Starspawn or the Cthugul special hero in the gate myself. You get quite a lot of weird results, from Things of Many Eyes to such lovelies as the Vastness or Greater Othernesses.

I'm curious about the returning scripting as well. It states you cannot cast it if you are already at he capital, so I have never scripted it for this purpose yet. I tend to throw immobile summons as the summoners bodyguards, but I don't give him items. It's not like the immobile guys have a lot else to do.
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Old June 1st, 2007, 01:23 PM

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Default Re: Lost in Time and Space

Quote:
Psientist said:
Has anyone else ever observed their Void Gate "drying up" somewhere around turn 80-100? It has seemed to happen to me a couple of times.
Try using a new summoner. I believe after a certain summoning level it becomes more difficult to summon things(this applies atleast to summoning vastnesses afaik) for balance purposes.
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Old June 1st, 2007, 02:28 PM
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Default Re: Lost in Time and Space

Quote:
vfb said:
I had no idea that commanders who got "Lost in Time and Space" could come back (with more astral magic, but less sanity). I thought they were gone forever.

It would have helped if he'd come back to a province Rlyeh owned though.

So, I think the best plan may be to depend on bodyguards to overcome accidents at the void gate, but script returning so that when the Starspawn comes back from time and space, into a hostile province, he can follow the script and bail. Have to load up on pearls just in case the Starspawn chews through a bunch in the battle though.
I know what you mean! I had one of my poor Starspawns go lost in time and space and came back in a province that was packed with over 100 units. I can imagine his thought process...

"Drifting in time and space for what seems like forever... I see a light ahead! It's home! Hey guys! It's me, Cvy Coth! Oh sh........"
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Old July 14th, 2008, 12:38 AM
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Default Re: New Void Summoning Question

If you like vastness, try the greater vastness. Its got three misc slots! Great fun, ring of regen, amulet of luck, and that reinvig item. Lots of fun. (eeek what the hell is that). It won't go away, and "we now serve them" is too much fun.
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