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April 3rd, 2004, 05:07 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
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Re: Magic sites questions
Excellent, thank you. That answers almost all my questions.
Now if I only could lure a developer here here to give us some cold hard numbers on these land types modifiers...
And I still want to know if multiply modifiers affect each other. If I understood your correctly you have said that you don't think so but that you are not sure. Anybody else can comment on this one?
P.S. Just to clariy - you feel that because Forest lands are better for Nature, Barrens (meaning Waste?) better for for Fire and Water/Death for Swamp, those land-types should be first one to be seached for these elements, even if there are Mountains (which gives you the best _general_ modifier) available, correct? And what about sea province? Are they the same as Plains in both magic site frequency (0 modifier) and no preferable element type? (the obvious pereferable element for the sea provinces would be water of course, but I don't seem to be fiding that many water sites in the ocean in my games.)
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April 3rd, 2004, 06:30 AM
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Re: Magic sites questions
Quote:
Originally posted by Stormbinder:
P.S. Just to clariy - you feel that because Forest lands are better for Nature, Barrens (meaning Waste?) better for for Fire and Water/Death for Swamp, those land-types should be first one to be seached for these elements, even if there are Mountains (which gives you the best _general_ modifier) available, correct?
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Depends on what nation you are and what abilities you have availiable along with gem usage. But assuming you have everything availiable except a Acashic Record, I'd probably do it based on need. If I needed or wanted to search a particular province for a specific type. I'd search for whatever was my priority based on Terrain type. So if I was looking for Nature gems, I'd use Haruspex first on Forests, then on other provinces. Same with Augury and Dark Knowledge. Death, Astral and a few others don't seem to have a huge pattern (Plains/Forests are good to find Air Sites, anything freshwater is good for Water Sites, etc). Mountains I generally search first with Earth but not alot of nations have the versitility to search with such diversity.
Quote:
And what about sea province? Are they the same as Plains in both magic site frequency (0 modifier) and no preferable element type? (the obvious pereferable element for the sea provinces would be water of course, but I don't seem to be fiding that many water sites in the ocean in my games.)
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I believe they are right around there, they have alot of variance as far as I've seen. If you take a look at the Magic Site List you'll notice a pattern of paths, I'll break it down for you and anyone else who ever searches for this particular topic.
Acadamy Underneath (W)
Clam Field (W)
Coral Reef (W)
Coral Statue (W)
Isle of Ice (W)
Isle of the Sea Fathers (W)
The Water Solstice (W)
Isle of Death (D)
Dying Ground of the Whales (D)
Sunken Galley (D)
The Wasted Sea (D)
Ghoul Fish Cave (D)
Coral Garden (N)
Kelp Forest (N)
Kelp Fortress (N)
Kelp Grove (N)
Sea Oak (N)
Basalt Halls (S)
The Crater (S)
Tower of Pearls (S)
Basalt Pillar (E)
Moving Sand Banks (E)
Underwater Cliff (E)
Gorge of Glowing Fish (F)
Fire Rift (F)
Underwater Cave (A)
Pocket of Air (A)
Ancient Temple of the Deeps (H)
This may be innaccurate as far as total sites (if there are more and you know of them, give a hollar) but you can see that Water Sites are most prevelant, then it goes to Nature/Death with a tie, then from there Astral/Earth, then ending with Fire/Air and ending with Holy.
Now this may not be an accurate depiction based on the levels and how they are frequented (if Level 1 sites are given a higher probability than Level 3) but if you take a direct average then you are more likely to find this type of spread. In my games I find quite a bit of Earth, Nature and Death. You'll have to make your own judgement. However it should be noted that you can find 50% of the possible sites with Voice of Tiamat and the other 35% with Dark Knowledge and Haruspex.
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April 3rd, 2004, 06:55 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
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Re: Magic sites questions
Quote:
Originally posted by Zen:
quote: Originally posted by Stormbinder:
P.S. Just to clariy - you feel that because Forest lands are better for Nature, Barrens (meaning Waste?) better for for Fire and Water/Death for Swamp, those land-types should be first one to be seached for these elements, even if there are Mountains (which gives you the best _general_ modifier) available, correct?
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Depends on what nation you are and what abilities you have availiable along with gem usage. But assuming you have everything availiable except a Acashic Record, I'd probably do it based on need. If I needed or wanted to search a particular province for a specific type. I'd search for whatever was my priority based on Terrain type. So if I was looking for Nature gems, I'd use Haruspex first on Forests, then on other provinces. Same with Augury and Dark Knowledge. Death, Astral and a few others don't seem to have a huge pattern (Plains/Forests are good to find Air Sites, anything freshwater is good for Water Sites, etc). Mountains I generally search first with Earth but not alot of nations have the versitility to search with such diversity.
Quote:
And what about sea province? Are they the same as Plains in both magic site frequency (0 modifier) and no preferable element type? (the obvious pereferable element for the sea provinces would be water of course, but I don't seem to be fiding that many water sites in the ocean in my games.)
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I believe they are right around there, they have alot of variance as far as I've seen. If you take a look at the Magic Site List you'll notice a pattern of paths, I'll break it down for you and anyone else who ever searches for this particular topic.
Acadamy Underneath (W)
Clam Field (W)
Coral Reef (W)
Coral Statue (W)
Isle of Ice (W)
Isle of the Sea Fathers (W)
The Water Solstice (W)
Isle of Death (D)
Dying Ground of the Whales (D)
Sunken Galley (D)
The Wasted Sea (D)
Ghoul Fish Cave (D)
Coral Garden (N)
Kelp Forest (N)
Kelp Fortress (N)
Kelp Grove (N)
Sea Oak (N)
Basalt Halls (S)
The Crater (S)
Tower of Pearls (S)
Basalt Pillar (E)
Moving Sand Banks (E)
Underwater Cliff (E)
Gorge of Glowing Fish (F)
Fire Rift (F)
Underwater Cave (A)
Pocket of Air (A)
Ancient Temple of the Deeps (H)
Imteresting, thank you.I've noticed that there are no Blood and Unholy sites in this list. That means seaching for those resourses would be a waste of time and /or bloodlsaves.
I though that any land type _could_ potentially contain any element types, including level 4 sites in each elements, although the probablility would be differnt for differnt lands of course and for diferent elements. But in case with sea provinces, based upon this list, it doesn't seem to be the case.
I wonder if same situation may exist for some other land types?(other than sea) Meaning that certain magic types do not exist is some specific land types, or if they do exist there than only up to some lower than four level. If it is so for some land-type(s)than it would be usefull to know, especially in MP games, since it would allow you to narrow down your search patterns, saving you time and/or gems.
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April 3rd, 2004, 10:46 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Magic sites questions
Not sure of the exact numbers. I guess it works like this:
Magic: (site freq) + 30
Waste: (site freq) + 20
Swamp: (site freq) + 20
Mountain: (site freq) + 10
Forest: (site freq) + 10
Farm: (site freq) - 20
Only the most beneficial counts.
If site: Check what site. Random.
If site not possible: Reroll.
If site unique and already in the game: Reroll.
If site possible and rare: Reroll once.
Many nature sites are common but restricted to forests etc.
Unique sites are also rare or common. Inkpot end is unique and common. Crown of Darkness is rare.
No blood under water IIRC. Not sure about unholy.
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April 3rd, 2004, 11:52 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
Posts: 744
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Re: Magic sites questions
Quote:
Originally posted by Kristoffer O:
Not sure of the exact numbers. I guess it works like this:
Magic: (site freq) + 30
Waste: (site freq) + 20
Swamp: (site freq) + 20
Mountain: (site freq) + 10
Forest: (site freq) + 10
Farm: (site freq) - 20
Only the most beneficial counts.
If site: Check what site. Random.
If site not possible: Reroll.
If site unique and already in the game: Reroll.
If site possible and rare: Reroll once.
Many nature sites are common but restricted to forests etc.
Unique sites are also rare or common. Inkpot end is unique and common. Crown of Darkness is rare.
No blood under water IIRC. Not sure about unholy.
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Great, thank you Kristoffer - that's exactly inforamtion that I was looking for!
So Mountains and Forests are actually less beneficial than Swamps and Wastes? Interesting, it is contrary to common belief that Mountains are the best land for magic sites. It is very good to know, and it also changes my entire sitesearching strategy, since I always tried to search Mountains first.
I take it that "Magic" is some very rare and highly magical terrain type that exist on some maps? Haven't seen it yet, have been playing mostly on Aran/Orania/Karan/Inland maps so far.
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April 3rd, 2004, 12:04 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Magic sites questions
It is possible to make some terrins have magic sites more often, and I think that is what Kristoffer is referring to. I think it can't be seen in-game if the mapmaker hasn't made it visible somehow, but luckily Jason Lutes added both some stars and little decorations (henges, towers) to these provinces.
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April 3rd, 2004, 12:07 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Thanked 92 Times in 43 Posts
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Re: Magic sites questions
I'm not sure of the specifics. Waste might be 30, swamp and mountain 20. It was just a guess.
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