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March 14th, 2004, 05:52 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 404
Thanks: 0
Thanked 1 Time in 1 Post
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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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March 14th, 2004, 06:26 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Moving Immobile Pretenders
Quote:
It seems teleport is the only way.
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well, you could leave your fort undefended, lose your god, and then recall him in a different location...

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March 14th, 2004, 06:53 PM
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Corporal
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Join Date: Jan 2004
Location: NJ
Posts: 57
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Re: Moving Immobile Pretenders
I think your Pretender can only be re-called to your Capital.
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March 14th, 2004, 09:57 PM
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Corporal
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Join Date: Feb 2004
Posts: 96
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Re: Moving Immobile Pretenders
Quote:
Originally posted by pole_shift:
I think your Pretender can only be re-called to your Capital.
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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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March 14th, 2004, 11:37 PM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
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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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March 14th, 2004, 11:58 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
Posts: 2,487
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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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March 15th, 2004, 01:34 AM
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Major General
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Join Date: Jan 2004
Posts: 2,425
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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.
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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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