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October 30th, 2008, 06:17 PM
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Sergeant
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Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
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Re: Tunes of Running Away
Quote:
Originally Posted by Falkor
I remember testing this spell with EA Pan and it worked similar to the spell "Panic". Some of the enemies got their morale lowered but never did my units. I think you just got some unlucky rolls by morale check of your Dryads.
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So Panic doesn't affect your own units? ROFL, I ought to put it back in the game
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October 31st, 2008, 08:10 AM
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Sergeant
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Join Date: Oct 2007
Location: Magdeburg, Germany
Posts: 235
Thanks: 13
Thanked 3 Times in 3 Posts
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Re: Tunes of Running Away
Quote:
Originally Posted by Epaminondas
So Panic doesn't affect your own units? ROFL, I ought to put it back in the game
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No, it doesn't. It's useful spell in early expansion. You go early for Thaumaturgy 2 for site searching spells so it's not a waste. Even one mage can make a difference against strong indies.
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October 31st, 2008, 09:23 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Tunes of Running Away
Quote:
Originally Posted by Epaminondas
So Panic doesn't affect your own units? ROFL, I ought to put it back in the game
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Panic doesn't, but Terror does. That's such a tiny detail that it's often overlooked.
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The Following User Says Thank You to Endoperez For This Useful Post:
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November 2nd, 2008, 02:37 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: Tunes of Running Away
Quote:
Originally Posted by vfb
Thanks everyone.
I was imagining that the Tune of Fear was forcing a morale check. I should have noticed that it lowered morale numbers instead! And it does not lower the morale numbers of friendlies, just enemies.
So my Dryads were just being a bunch of girly-girls. I also coincidentally switched from Satyr Sneaks (3 resources, no buckler) to Satyrs (4 resources, buckler), and took less losses in melee. It was probably my meat shields expiring that caused the Dryads to bolt.
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LA Pan? Just recruit the hoplites, and some Centaurs if you can afford them. You are Ulm in essence, with this nation. And the Hoplites are very good.
Of course, the strength of this nation comes later, when they have huge Vine Critter armies.
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November 2nd, 2008, 04:19 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Tunes of Running Away
I was not being Ulm, I was trying something different in CBM, a year-1 cast of Carrion Woods. Turmoil-Luck scales, so Centaurs were right out, and I was neutral in Production, so even Hoplites were hard to mass.
Anyway, it was a bit of a failed experiment IMO. Fun in SP, but not really up to the challenge of the big leagues. Here's my build:
Pangaea, Late Era
Lord of the Wild (Body 812, 95 hits)
Magic: Death 5 Nature 6 Blood 2
Dominion 6
Scales: Turmoil 3 Growth 3 Fortune 3 Magic 1
Dormant
He can basically cast Carrion Woods as soon as he wakes up, and I had Black Dryads summoning Mound Kings for leadership.
__________________
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http://z7.invisionfree.com/Dom3mods/index.php?
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November 2nd, 2008, 08:57 AM
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Sergeant
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Join Date: Jul 2008
Location: London, England
Posts: 354
Thanks: 9
Thanked 20 Times in 15 Posts
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Re: Tunes of Running Away
Quote:
Originally Posted by vfb
I was not being Ulm, I was trying something different in CBM, a year-1 cast of Carrion Woods. Turmoil-Luck scales, so Centaurs were right out, and I was neutral in Production, so even Hoplites were hard to mass.
Anyway, it was a bit of a failed experiment IMO. Fun in SP, but not really up to the challenge of the big leagues. Here's my build:
Pangaea, Late Era
Lord of the Wild (Body 812, 95 hits)
Magic: Death 5 Nature 6 Blood 2
Dominion 6
Scales: Turmoil 3 Growth 3 Fortune 3 Magic 1
Dormant
He can basically cast Carrion Woods as soon as he wakes up, and I had Black Dryads summoning Mound Kings for leadership.
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oh i dunno, it could work with some tweaking.
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November 2nd, 2008, 01:56 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Tunes of Running Away
Quote:
Originally Posted by Nikelaos
Quote:
Originally Posted by vfb
I was not being Ulm, I was trying something different in CBM, a year-1 cast of Carrion Woods. Turmoil-Luck scales, so Centaurs were right out, and I was neutral in Production, so even Hoplites were hard to mass.
Anyway, it was a bit of a failed experiment IMO. Fun in SP, but not really up to the challenge of the big leagues. Here's my build:
Pangaea, Late Era
Lord of the Wild (Body 812, 95 hits)
Magic: Death 5 Nature 6 Blood 2
Dominion 6
Scales: Turmoil 3 Growth 3 Fortune 3 Magic 1
Dormant
He can basically cast Carrion Woods as soon as he wakes up, and I had Black Dryads summoning Mound Kings for leadership.
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oh i dunno, it could work with some tweaking.
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I don't think so, I've tried the same sorts of builds. One of my fav pan tricks is swarm, and what is it.. haunted forest.. enchanted forest.. the spell where they turn into undead upon death.
However its like enchantment 8 and it comes way too late to really help pan. I'd vote to bring that down a level. (Solar brilliance as well)
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November 2nd, 2008, 03:34 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Tunes of Running Away
At least CBM makes Carrion Woods an option for the early game(in theory, at least).
It does seem a pity that the Carrion Dragon is a worse choice (points-wise) for Carrion Woods than the Lord of the Wild. Maybe q_m will do something about that in a future CBM release.
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November 2nd, 2008, 04:37 PM
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Sergeant
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Join Date: Jul 2008
Location: London, England
Posts: 354
Thanks: 9
Thanked 20 Times in 15 Posts
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Re: Tunes of Running Away
seems a pity haunted forest has the same effects as carrion woods,
or does it, i always assumed it affected deaths in battles (aswell as the normal spawn from carrion woods) like life after death except carrion critters are made and the enemy is also affected?
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November 2nd, 2008, 05:25 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Tunes of Running Away
It doesn't. I believe Haunted Forest turns battlefield dead into Manikins who disappear after the fight.
Carrion Woods turns province population into Carrion units of various sorts outside combat, and said units are yours to command like any other recruits. Some of the carrion units are really rather nice indeed - the carrion elephants and the Sagittarians are prime examples. I don't know if you can get Carrion Ettins this way, or whether that's some sort of hero event only.
Enchanted Forest generates free Vine Men in forest provinces you own.
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