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May 22nd, 2008, 02:55 PM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
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Re: Newbish question regarding Summoning ect
Quote:
GrudgeBringer said:
I have read Baalz's Excellent Guide to Summoning but it seems it is directed to those that have a basic knowledge of the subject.
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I think you are referring to Baalz excellent guide to communions. If so I recommend setting up a hot seat SP game where you control both players. Choose a nation with astral mages and the other with blood mages. Experiment. Sometimes it is useful to save the savedgames directory pre-battle, play the battle, check results, copy savedgames backup over the current savedgames, try new spells, formations, replay battle, rinse, repeat. Try those nine astral mages casting solo and then with an 8:1 communion (leveraging those more powerfuls spells they would not normally be able to cast because of fatigue and/or level.
-SSJ
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"I think, therefore I am" - René Descartes
"I yam what I yam" - Popeye
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May 22nd, 2008, 03:10 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Newbish question regarding Summoning ect
Grudgebringer,
It might help if you could give an example of how summoning confuses you. Do you understand ritual magic? (Have you read the manual's sections on magic and ritual vs. battlefield magic?) Summoning spells are just ritual magic spells that create troops as opposed to e.g. raining fire on enemy armies. Like all ritual magic spells, they cost gems instead of gold.
Communions (masters/slaves/etc.) are a totally different story, and I presume that's what you mean by Baalz's Guide To Summoning. They have nothing to do with summons, but apply to the Thaumaturgy (Astral) spells Communion Master and Communion Slave. Since the manual is pretty sketchy on what they do, Baalz's Guide To Communions tries to flesh that out, but it assumes you've already read the manual descriptions of those spells. That could be why it's so confusing--or it could be the fact that communions are a fairly confusing subject anyway.
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 1st, 2008, 09:19 PM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
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Re: Newbish question regarding Summoning ect
If I have 21 PD and 15 archers in a province is there any way to set up the archers so that they are behind the PD forces?
i looked at battle orders but didn't see how this was possible. Thanks
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June 1st, 2008, 09:52 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Newbish question regarding Summoning ect
The PD will always appear in the default, center position. Set your archers to be toward the back, and the PD will appear in front of them.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 1st, 2008, 10:23 PM
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General
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Join Date: Apr 2005
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Re: Newbish question regarding Summoning ect
You'd need a commander for them. An actual one, not the PD commander.
Then you can just position the squad in the back half of the field.
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June 2nd, 2008, 08:46 PM
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Lieutenant Colonel
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Join Date: May 2008
Location: Kansas City, MO
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Re: Newbish question regarding Summoning ect
I was reading the Magic Path Booster Guide and actually am starting to understand it.
One thing it keeps mentioning that I don't understand is it keeps mentioning you will have to 'Empower' something.
Is empower the same as Summon?
It seems like it is saying "in order to get another level in this Magic Path you have to Empower this ot that"
Now to me as a NOOB that makes no sense as Empower suggests I cast a spell on my own 'Mage' to make him a level higher.
It makes much more sense to 'Summon' a beast that has say E3 and then give him an article to make him E4.
Can someone clear this up for me please...
Thanks
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June 2nd, 2008, 09:05 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Newbish question regarding Summoning ect
A mage commander has a list of possible commands. He can Move, or (if he's a priest) Preach, or Construct (Lab), or Pillage, etc. If he's at a lab he has extra commands including Alchemy, Cast Ritual Spell, and Empower. Empower permanently boosts his magic path but costs three or four times as much as building a path-boosting item.
Note: unlike a path-booster, you can Empower to give a mage access to a completely new path. This costs 50 gems. If you have lots of pearls (for example) but no Astral mages you may burn some of those pearls to Empower somebody to S1 or even S2, but after that point it's usually cheaper to have him forge himself booster items than Empower himself further.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 3rd, 2008, 02:19 AM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
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Re: Newbish question regarding Summoning ect
Quote:
MaxWilson said:
A mage commander has a list of possible commands. He can Move, or (if he's a priest) Preach, or Construct (Lab), or Pillage, etc. If he's at a lab he has extra commands including Alchemy, Cast Ritual Spell, and Empower. Empower permanently boosts his magic path but costs three or four times as much as building a path-boosting item.
Note: unlike a path-booster, you can Empower to give a mage access to a completely new path. This costs 50 gems. If you have lots of pearls (for example) but no Astral mages you may burn some of those pearls to Empower somebody to S1 or even S2, but after that point it's usually cheaper to have him forge himself booster items than Empower himself further.
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Yeah. If you need to break into a path you don't have there are only two routes: indies and empowerment. I'm in a MP game now as a water nation. I've found indies once--water mages! To get into a path I have no access to the only route is empowerment.
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