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January 1st, 2008, 11:01 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Random wounds...why?
If you pool blood slaves I'm pretty sure the guys with sacrifice orders let over from the previous turn still grab new slaves and sacrifice them when you end the turn, so long as there are enough available. So you can pool without worrying.
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January 1st, 2008, 12:30 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Random wounds...why?
I was curious about whether that works or not.
Certainly, after you pool, your sacrificer still keeps the "Sacrifice" order, but no longer has slaves.
So, I stopped all blood hunting in an SP game of mine. Pooled all slaves from the F7-pool command. Left one H1 priest with on "Sacrifice", with no slaves.
After "End Turn", he's got a slave in the queue, so that worked. But my slave count only dropped by one. If he had actually sacrificed, my count should be down by 2 (one dead from a sacrifice, and one he's now holding).
So, they do grab new slaves, but only for next turn's sacrifice, not the current turn. And if you "pool" again the next turn, you won't sacrifice any slaves again.
__________________
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January 1st, 2008, 12:41 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Random wounds...why?
Really?
I'm surprised. In one game I'm using that and my dominion seems to be expanding fine, despite having a #dyingdom like mictlan.
Maybe you get the dom boost but don't use the slave. Or maybe I'm not getting the boost like I think I am.
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January 1st, 2008, 04:00 PM
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Sergeant
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Join Date: Oct 2006
Location: Bay Area, CA. USA
Posts: 220
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Random wounds...why?
Wow...I never knew they would automatically take a slave. i thought you had to keep giving them slaves. That's a LOT easier.
Do you need to continually sacrifice, or for example like in my capitol where I have max dom can I stop?
Also, as for thug builds, the Onaqui seems lackluster to me, more an army leader/mage type. For the cost I also think the Tlahuelpuchi should have better magic.
Cor2 solved it. Ulm has up Wrath of God. That explains the Tlahuelpuchi at least. I know the rest isn't old age, as regular Mictlan priests and Couatl's don't get old. Maybe, since it's so hard to spread Mictlan dominion, Ulm had some in the province where my Couatls were.
Random though: If you cast the 10 years younger spell enough times to that the caster goes below 0 years old, what happens? Has anyone tried this? I don't have any humans with B4 so it hasn't become necessary (though I wish it were only a B2/B3 spell - seems a bit expensive).
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January 1st, 2008, 05:29 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Random wounds...why?
Hahahah, that would be funny. If you get to an age below 0 and the unit just dies. Or if the unit starts losing experience and magic when its age drops below 20 or something. Heh.
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January 1st, 2008, 06:35 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Random wounds...why?
Units apparently can't get below age 0 - I just tried to rejuvinate one past it and he just stayed there.
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January 1st, 2008, 08:59 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Random wounds...why?
And they dont die at age 0?
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