.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $7.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #21  
Old June 6th, 2010, 04:36 AM

Finalgenesis Finalgenesis is offline
First Lieutenant
 
Join Date: Jun 2010
Posts: 732
Thanks: 65
Thanked 17 Times in 15 Posts
Finalgenesis is on a distinguished road
Default Re: Various questions

Ah, I meant that where there is a list of 4 Columns of commanders when you right click on a province on the world map, where you can scroll down to see the rest. They can't be organized in any way that I can tell, I've renamed them all but would still like to have them sorted by alphabetical order, it would make my crafting, mass ritual, mass priest animating much easier that way then hunting through 50 commanders to select all the right ones.
Reply With Quote
  #22  
Old June 6th, 2010, 04:44 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: Various questions

There is no way to reorder them, I'm afraid. They appear in order of unit ID by the way, and this can be useful for setting up communions.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #23  
Old June 6th, 2010, 04:53 AM

Finalgenesis Finalgenesis is offline
First Lieutenant
 
Join Date: Jun 2010
Posts: 732
Thanks: 65
Thanked 17 Times in 15 Posts
Finalgenesis is on a distinguished road
Default Re: Various questions

Ah okay thank a ton. For the ID pertaining to communion, you mean if you want to set up reverse communion where your master and slaves go in specific order? I'll have to try it out, it's unfortunate that AI is too weak to force my hand on this monstrosity

Hmmm I wonder if its possible to mod an interface to change unit ID in game as a way to rearrange commander list and controlling communion order.
Reply With Quote
  #24  
Old June 6th, 2010, 06:29 AM
lch's Avatar

lch lch is offline
General
 
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
lch is on a distinguished road
Default Re: Various questions

Quote:
Originally Posted by Finalgenesis View Post
Hmmm I wonder if its possible to mod an interface to change unit ID in game as a way to rearrange commander list and controlling communion order.
No, that's impossible. That would not only modify the interface, but the game behaviour. Mods can only change the base values of elements that the game is being made up of, i.e. units, armors, weapons, spells and so on.
__________________
Come to the Dom3 Wiki and help us to build the biggest Dominions-centered knowledge base on the net.
Visit my personal user page there, too!
Pretender file password recovery
Emergency comic relief
Reply With Quote
  #25  
Old June 6th, 2010, 08:21 AM

Finalgenesis Finalgenesis is offline
First Lieutenant
 
Join Date: Jun 2010
Posts: 732
Thanks: 65
Thanked 17 Times in 15 Posts
Finalgenesis is on a distinguished road
Default Re: Various questions

Hugely unfortunate, I'll live with it, I appreciate the info.
Reply With Quote
  #26  
Old June 9th, 2010, 05:56 AM
Baneslave's Avatar

Baneslave Baneslave is offline
Corporal
 
Join Date: Jun 2006
Location: Mikkeli, Finland
Posts: 64
Thanks: 19
Thanked 0 Times in 0 Posts
Baneslave is on a distinguished road
Default Re: Various questions

You can swift click them to group them. This means that when you select one from the group, others are selected as well. That helps somewhat.
Reply With Quote
  #27  
Old June 9th, 2010, 06:54 AM

Finalgenesis Finalgenesis is offline
First Lieutenant
 
Join Date: Jun 2010
Posts: 732
Thanks: 65
Thanked 17 Times in 15 Posts
Finalgenesis is on a distinguished road
Default Re: Various questions

yeah, but when you have 2 pages of them each with random picks in path, and you want to drop a couple summon horror / Infernal disease on an invading army....
Reply With Quote
  #28  
Old June 9th, 2010, 08:02 AM
Soyweiser's Avatar

Soyweiser Soyweiser is offline
Colonel
 
Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
Soyweiser is on a distinguished road
Default Re: Various questions

Quote:
Originally Posted by Finalgenesis View Post
yeah, but when you have 2 pages of them each with random picks in path, and you want to drop a couple summon horror / Infernal disease on an invading army....
Rename them. Not fun, but it cuts down micro. Just don't ever empower one in the HOF.
Reply With Quote
  #29  
Old June 15th, 2010, 04:03 AM

Finalgenesis Finalgenesis is offline
First Lieutenant
 
Join Date: Jun 2010
Posts: 732
Thanks: 65
Thanked 17 Times in 15 Posts
Finalgenesis is on a distinguished road
Default Re: Various questions

Some new questions on movement phase (I've read P.71 manual on the phase order already):

1. Do assasination spells (Earth attack / Infernal disease ...etc) happen during assassination phase or magic battle phase?

2. if assa spells occur during magic battle phase, does it come before or after magic battles summons? (Call of the wild, call of the wind, infernal horde, summon horror ...etc)

3. If you cloud trapeze / teleport / astral travel into an enemy province, I assume they enter magic battle phase or can it join your mundane battle? If you had some summon horror spells on the same province would those unit fight in the same instance?

4. Stealth units attacking the province its in, if there are both ritual summon attacks and mundane army attack, the stealth unit will join the magic battle? I understand that stealth units join mundane battle phase if there is no magic battle?
Reply With Quote
  #30  
Old June 15th, 2010, 08:51 AM

Dimaz Dimaz is offline
First Lieutenant
 
Join Date: May 2005
Posts: 660
Thanks: 63
Thanked 75 Times in 31 Posts
Dimaz is on a distinguished road
Default Re: Various questions

1. Assasination spells work immediately after they are cast, so if you target enemy commander without teleport abilities or with teleport abilities but not on the lab (and not equipped with boots of planes or gatestone), your assasination will happen, and it will happen before any magic movement related battles. If you target enemy commander on the lab with tele abilities, you have essentially 50/50 chance to initiate assasination (depends on unit IDs and the orders flow direction for the current turn). If the target has boots of planes, I think he will always move first if he was ordered to cast teleportation from boots (but here I may be wrong).
2. All magic assasinations will take place before any magic movement or magic summoning ordinary battles.
3. If you teleport force A on enemy prov and move force B there, you have several possible outcomes:
A destroys enemy, B moves to your province to join with A.
A loses, B moves to enemy prov to fight remains of his forces.
If enemy also moves his forces, they will join after fight A if you lose, or attack your combined forces if you win and he moves from neighboring province or has flying. If he ordered move from not-neighboring province and the force in target prov was destroyed during magic movement, the movement is cancelled.
If you send Horrors or GR on the same prov, they will fight independently of your A force but definitely before B moves in. So, in this case it's possible to have A fight with defenders, then GR/Horrors fight with A. If they win, the prov will become independent and your B force will take it without fight. There is no way to ensure that GR/Horrors will fight enemy and not your army, or at least I don't know about it.
4. This is somewhat tricky, at least for me. Some observations: if you attack from stealth and teleport some force in, the stealth force will appear during the magic battle. If you attack from stealth and cast GR/Horrors instead, you can end with attacking full enemy force with your stealth force, or just capture the prov if GR already cleared opposition (not sure here, haven't done this for a while). Personally I prefer moving stealth force from neighboring prov which you *don't attack remotely* this turn, this way you will definitely capture the enemy prov if the GR/Horrors succeed in clering opposition and the enemy not moving something there too from neighboring square, which is actually a good counter to this type of raiding.
If there was no magic battles, stealth units will join ordinary fight or attack alone, and I think it'll happen after ordinary movement, so you can't "ambush" the enemy without magic movement/summon "trigger".
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:03 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.