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  #1  
Old March 14th, 2004, 05:52 PM

mivayan mivayan is offline
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Default Re: Moving Immobile Pretenders

from the 2.08 readme:

* Sphinx cannot teleport.
* Most travel spells (all but teleport) cannot be used by immobiles.

It seems teleport is the only way.
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  #2  
Old March 14th, 2004, 06:26 PM
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archaeolept archaeolept is offline
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Default Re: Moving Immobile Pretenders

Quote:
It seems teleport is the only way.
well, you could leave your fort undefended, lose your god, and then recall him in a different location...

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Old March 14th, 2004, 06:53 PM

pole_shift pole_shift is offline
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Default Re: Moving Immobile Pretenders

I think your Pretender can only be re-called to your Capital.
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  #4  
Old March 14th, 2004, 09:57 PM

Zurai Zurai is offline
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Default Re: Moving Immobile Pretenders

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Originally posted by pole_shift:
I think your Pretender can only be re-called to your Capital.
Correct. And if your capital is occupied by the enemy at the time... Better hope you have a Wyrm or Dragon pretender and there's not much of an occupying force.
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  #5  
Old March 14th, 2004, 11:37 PM
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tinkthank tinkthank is offline
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Default Re: Moving Immobile Pretenders

No longer being able to cast Gateway makes an immobile pretender's leadership value completely moot. I'm for:
- astral travel = nono
- gateway = ok

EDIT: this means that you will never be able to actually attack anything with that pretender, since only friendly provinces can be targeted. Where is the imbalance? Please give us Gateway back! (Please?)

[ March 14, 2004, 21:38: Message edited by: tinkthank ]
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  #6  
Old March 14th, 2004, 11:58 PM

Psitticine Psitticine is offline
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Default Re: Moving Immobile Pretenders

If you can teleport an immobile Pretender, you can always ferry troops to him/her/it via another mages, especially if you equip them with leadership-boosting items.
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Old March 15th, 2004, 01:34 AM

Norfleet Norfleet is offline
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Default Re: Moving Immobile Pretenders

Quote:
Originally posted by Psitticine:
If you can teleport an immobile Pretender, you can always ferry troops to him/her/it via another mages, especially if you equip them with leadership-boosting items.
That sort of defeats the point, since now your troops are, effectively, being led by other mages.

Since the immobile cannot move anyway, any units in the province will be led into battle either when your fortress is stormed, or in conjunction with a $1 investment in a single point of PD to cause all garrisoned troops to fight.

The only drawback being that they'll start in the standard issue dogpile with no orders, since you can't organize them into squads....but you can get around that simply by organizing the IMPORTANT troops into squads, and leaving the rest in the dogpile.

Leadership value of immobiles, as such, is mostly irrelevant now. I hope the Sphinx got a LOT cheaper to compensate for its new total and complete immobility, since it's now even less useful than the originally cheaper immobiles.
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