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May 15th, 2004, 07:29 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
Thanks: 1
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Re: How stealth really work ?
I'm under the impression that the base number of patrolling units get a penalty equal to the stealth value of the sneaking unit.
The formula could be :
chance to get caught:
# of patrolling units + # of sneaking units - sneaking value of worse sneaking unit - 10
-10 because we know that the chance only trigger for 10 units and more.
IMO the formula is more complex anyway
[ May 15, 2004, 06:31: Message edited by: Pocus ]
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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May 16th, 2004, 04:29 PM
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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
Posts: 274
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Re: How stealth really work ?
So the only benefit of scouts compared to other stealthy units is that they're cheap?
Is there a way to tell what units (that aren't named "Spy") have the spy ability? IIRC Bards have it too, but who else? Is there an icon for it now, or do you just have to sneak them into enemy territory and see if they get the Incite Unrest order?
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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May 17th, 2004, 02:25 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: How stealth really work ?
I think it says "spy" in the description text, but there is no icon yet.
PvK
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May 17th, 2004, 11:29 AM
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Re: How stealth really work ?
Quote:
Originally posted by Pocus:
# of patrolling units + # of sneaking units - sneaking value of worse sneaking unit - 10
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According to the manual, p.11, provincial defense "is less efficient than a patrolling commander with even a small army". So PD could have a penalty too...
Cheers
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May 17th, 2004, 11:38 AM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: How stealth really work ?
Does multiple spies in the same area provide more accurate description? I always play the game with indep9 so getting good estimates on enemy forces is high priority.
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May 17th, 2004, 12:06 PM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: How stealth really work ?
I dont think that more spies/scouts give you more accurate information, but that is only judging from my own experience not looking at any code.
Usually, the word "spy" appears in some form of the flavor text to let you know that this unit is a spy: examples include the Bard, the Consort and the Ear of the Lord. In general, spies have better stealth than scouts, so that should be a giveaway too. (Scouts have stealth +0, while spies usually have around stealth +20 or more except the Ear who has +10 IIRC. In any case, spies have more than +0 unless I am mistaken; units with Glamour dont count, and I dont think there is a Glamour-ed spy. The usual suspects (Van, Man-Tuatha) don't have spies.)
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August 19th, 2004, 06:00 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
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Re: How stealth really work ?
I am resurrecting an old thread, yes, but are there any independent/summonable/mercenary spies around?
I guess this might be hard to tell, since there is no icon for it, but am I correctly assuming that a unit is a spy if and only if it may instill uprisings?
Is it true that there is no glamoured spy? Why then is glamour a good thing? (I've found Illusionists - which currently seem pretty useless for me being Caelum...)
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