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April 24th, 2008, 03:26 AM
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Captain
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Join Date: Jan 2008
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Re: Teleportation, summoning and sieges...
How about returning and the like? Do domes stop such friendly spells?
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April 24th, 2008, 03:47 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Teleportation, summoning and sieges...
Domes stop friendly spells targeted at the province, including teleports, but I'm not sure if Returning is targeted at the province mechanics-wise. It could be it just affects the targeted unit(s).
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April 24th, 2008, 03:50 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Teleportation, summoning and sieges...
All summons, whether local or remote, as well as all teleport spells like teleport, cloud trapeze, gateway, astral travel etc put the units inside the castle to reinforce it. They never fight the siegers.
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April 24th, 2008, 04:07 AM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Teleportation, summoning and sieges...
Quote:
Endoperez said:
Domes stop friendly spells targeted at the province, including teleports, but I'm not sure if Returning is targeted at the province mechanics-wise. It could be it just affects the targeted unit(s).
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Domes only affect rituals that are cast specifically at the province itself (by clicking on the province).
Domes do not stop Ritual of Returning or Returning from bringing a unit back into the capitol. They do not stop Wind Ride or Flying Monkeys from bringing a unit into the province with the dome. They do not stop rituals that only target the caster's province (summons, more domes, etc.)
Two turns ago I was sieging an enemy fort in a province with a dome. My sieging army was attacked by Ghost Riders. But now I can't remember if the Air Dome was still up in the ensuing battle! Doh. So it might be possible to cast targeted spells at a province with a dome, from within the dome itself. Or the Ghost Riders may have gotten lucky and broken the dome.
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The Following User Says Thank You to vfb For This Useful Post:
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April 24th, 2008, 04:47 AM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: Teleportation, summoning and sieges...
Vfb, I think there are exceptions to this rule (by clicking on the province)
I am 100% positive that in Dominions II, a dome over the caster's province
would stop the victim of a "Wind Ride" from landing.
I'd check it right now, but I am gonna stall in a game :-(
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Damn, Wind Ride is totally messed up, isn't it?
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April 24th, 2008, 05:09 AM
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General
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Join Date: Mar 2007
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Re: Teleportation, summoning and sieges...
I just tested it:
In Dom 3.15, the victim of Wind Ride is not stopped from landing in a province with a dome.
You can cast Ghost Riders inside a dome and target the same province, and it ignores the dome and attacks whoever is sieging the province. You can cast Arouse Hunger and it will place the ghouls inside the castle without fighting the siegers. If the caster is in any province other than the domed province, then the dome blocks the spell.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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April 24th, 2008, 02:13 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: Teleportation, summoning and sieges...
Wow. I have the impression that domes work different every time I test them.
I am very, very glad you told me all this. It will come damn useful in my
current game. And I certainly need to stop assuming Dom II rules apply.
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