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  #1  
Old September 14th, 2011, 03:16 PM

Olm Olm is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Wow, Eriu is fielding a really dangerous looking army.
Nice battle in Griphons Spire, so we have to take them into account after all.

Pan has taken to poisoning civilians (Man and Pangaean alike) instead of fighting it out. But this cowardly tactics will not bring them victory. We will hunt down those poison spreaders and come for the leaders behind those deeds afterwards.


Now I have some questions to game mechanics:
1. Flying units should not be able to enter water at all. How could Pan take a waterprovince with a Harpy?
2. What happens to a mercenary with twiceborn after he dies (e.g. from disease)?
3. What happens with mercenary troops if the leader dies from disease?
4. What happens with mercenary troops if the leader teleports away?
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  #2  
Old September 14th, 2011, 04:16 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Quote:
Originally Posted by Olm View Post
Wow, Eriu is fielding a really dangerous looking army.
Nice battle in Griphons Spire, so we have to take them into account after all.
Yeah, that was a fun one to watch. The trend of all the exciting battles taking place in Arco's former territory continues to hold true.

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Originally Posted by Olm View Post
Pan has taken to poisoning civilians (Man and Pangaean alike) instead of fighting it out. But this cowardly tactics will not bring them victory. We will hunt down those poison spreaders and come for the leaders behind those deeds afterwards.
Bah, Pangeans are made of hardier stock than Man. We recover just fine from a little illness.

It's funny that you had that illness causing site earlier in the game and suspected bane venom charms as that was one of the strategies I came up with when I switched from Eriu to Pan. Unfortunately, it doesn't work as well when I try to sneak them into your territories since patrollers discover them but I'm hoping it makes besieging my forts even more of a painful process.


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Originally Posted by Olm View Post
1. Flying units should not be able to enter water at all. How could Pan take a waterprovince with a Harpy?
Just think of them as being like ducks. But there is no restriction on flying units not being able to enter the water as long they have either the amphibian tag or a water breathing magic item.

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Originally Posted by Olm View Post
2. What happens to a mercenary with twiceborn after he dies (e.g. from disease)?
Hmm, never thought about that before. I ran a test and it looks like twiceborn works as usual but he's still a merc so if you lose him to another nation they will then have the twiceborn wight mage.

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Originally Posted by Olm View Post
3. What happens with mercenary troops if the leader dies from disease?
4. What happens with mercenary troops if the leader teleports away?
I know from a previous game where I teleported a merc mage without remembering that he had troops under his command that the troops get separated from him. It's annoying because you can't assign them to another commander so they are stuck in that province and can't even be scripted.

I assume the same thing happens if the merc leader dies while he is still under contract.

Last edited by Valerius; September 14th, 2011 at 04:43 PM..
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  #3  
Old September 14th, 2011, 05:24 PM

Olm Olm is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

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Originally Posted by Valerius View Post

Just think of them as being like ducks. But there is no restriction on flying units not being able to enter the water as long they have either the amphibian tag or a water breathing magic item.
Well, flying units cannot fly over waterprovinces, so I thought they cannot enter them. So with the right magic item they can enter and probably even fly over them.


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Quote:
Originally Posted by Olm View Post
2. What happens to a mercenary with twiceborn after he dies (e.g. from disease)?
Hmm, never thought about that before. I ran a test and it looks like twiceborn works as usual but he's still a merc so if you lose him to another nation they will then have the twiceborn wight mage.
Hm, had hoped to have a wight mage for myself then. But I would really be interested how he looks like in the merc list.

Btw. is there a way to get full control of a merc?
I am quite sure I had a game in SP where a merc commander was suddenly a member of my own forces. but I don't know if that was some intended effect, or a bug.
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  #4  
Old September 15th, 2011, 03:27 AM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

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Originally Posted by Olm View Post
Well, flying units cannot fly over waterprovinces, so I thought they cannot enter them. So with the right magic item they can enter and probably even fly over them.
As far as I know the only way to move over a water province is to have the sailing ability or forge a pocket ship. What you can do, if you are already in a water province and have the sailing ability, is sail over another water province onto the land.

Quote:
Originally Posted by Olm View Post
Btw. is there a way to get full control of a merc?
I am quite sure I had a game in SP where a merc commander was suddenly a member of my own forces. but I don't know if that was some intended effect, or a bug.
I ran some tests and had no luck doing so. Had a merc cast transformation and charmed another one. In both cases they remained mercs. Enslave mind removed their commander status but they disappeared after the fight.
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  #5  
Old September 14th, 2011, 06:37 PM

buzzsaw buzzsaw is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Quote:
Originally Posted by Olm View Post
Wow, Eriu is fielding a really dangerous looking army.
Nice battle in Griphons Spire, so we have to take them into account after all.
Thanks! After not playing for awhile, it was good to see a battle go the way you intended. Though I`m sure your raiding party attack directly behind the battle was no accident.
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