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Old September 9th, 2005, 03:07 PM

atul atul is offline
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Default Re: Advanced Teleporting Strategy For Dummies.

Jurri, I think I have to disagree with some points in your list...

1) The order of rituals and forging seems to be a quasi-random only: All the casters/forgers are lined up in a queue (the same order that's visible on a strat screen, obviously mages of different nations mix) and the random part is whether the queue is resolved from first-to-last or last-to-first. This one's easy to test and I think I've already won one debate on these forums about it, so feel free to disagree.

3)-4) My impression is that the teleporting forces and sneakers ordered to 'attack current province' attack first, and the indie summons (Horrors, GRs, Phantasmal attacks) are the last attacker in the magic phase. So no cleaning up the province with GRs and teleporting a mage in on the same turn - it just doesn't work that way. I may err here, but that's the impression I've got.

Sneakers attacking provinces other than the one they were hiding in attack with the normally moving troops.
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Old September 9th, 2005, 04:18 PM

Jurri Jurri is offline
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Default Re: Advanced Teleporting Strategy For Dummies.

How does one win a debate...

1) I'm sure you're correct on the ordering being quasi-random; however, whether a given enemy mage casts his spell before a given mage of yours is random, as far as I know. (As it's dependent only on which ordering is used.) Which is really the necessary amount of detail for a summary of this nature, don't you think?

3-4) Come to think of it, you're totally right, the magically teleported units attack with the sneakers. I wonder what I was thinking... It's possible, however, I think, for a sneaking force to arrive at the province after the indie summons have done their work. Although now I'm in doubt: it's entirely possible that the instances I've observed were of the scout moving from a friendly province to a hostile province, not like I've paid that much attention to it before. If that were the case the structure would be certainly much more coherent. This could be tested by some industrious youth out there.

If your scout is hiding in an enemy province and then attacks another enemy province, it will attack as if it was hiding in the target province, I believe. If the scout is in a friendly province, it will attack as normal. At least works this way in relation to the magical summons; I wouldn't know for sure whether they will fight with the teleporters or the regularly moving units, though, as I never observed a situation like that.

This is too complex for a dummy like me, anyway!
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Old September 10th, 2005, 12:51 PM

atul atul is offline
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Default Re: Advanced Teleporting Strategy For Dummies.

Quote:
Jurri said:
1) I'm sure you're correct on the ordering being quasi-random; however, whether a given enemy mage casts his spell before a given mage of yours is random, as far as I know. (As it's dependent only on which ordering is used.) Which is really the necessary amount of detail for a summary of this nature, don't you think?

Well yes, with one caveat: While the order between two mages is totally random, it isn't so with three or more mages. A practical example: Say I'm storming a castle and assume the defender is going to gateway/teleport/etc some troops in. So, which of my mages should I be using to cast far-away damage spells (Murdering Winter, Fires from Afar, etc) into the province for maximal effect? I'm not a gambler so I'd try to use mages from the far ends of the queue, but your mileage may vary.

There are a few other similar examples for the use of the info, like hitting the teleporter and so on. I agree it's minor details, but since it does say "Advanced" in the topic I'd say it's a fair game.

Quote:
Jurri said:
If that were the case the structure would be certainly much more coherent.

I feel the game is quite coherent, just assuming one gets in it... ...which may take a long time....
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