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May 31st, 2009, 09:13 PM
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Join Date: Apr 2009
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Re: Random New Questions
Wow! Thanks for all the help, everyone. I'll be sure to put it to good use. RE: Trampling, I'll have to look at it again, because I know my golem was slowly getting fatigued- does walking give fatigue for 0 enc creatures? He had boots of the behemoth and a frost brand, plus fenris' pelt (auto berserk) and was scripted Attack Closest (what with the berserk it wouldn't have mattered anyways). In retrospect I really ought to have given him an ammy of resilience and some other armor instead of the ring of regen and fenris' pelt (Didn't realize regen doesn't work for golems), and scripted Personal Luck, Body Ethereal, wait, wait, wait, attack closest. Something like that.
Thanks for the info on bloodhunting, Chris. I didn't realize I had an unrest/4% chance to fail. I suppose mustering up some patrollers is relatively easy.
Some other questions: How much work do you folks put into using special sites? I happened across a Construction: 20 and a Conjuration: 20 bonus site, but they're far on the corner of my empire, but they're 9-12 provinces away from my capitol on a 144 province map. Plus there's woods and mountains between me and there, so it'll take 8-ish turns to relocate my forging/ritual staff over there. I guess the question is basically about how many gems a mage turn is worth, and obviously the answer varies, but do you have rules of thumb for it?
Similarly, I have a tendency to just recruit cap-only mages for my ritual/forge use, and so have a stack of 20+ mages in my capitol, minus however many I send out with my armies (I'm trying to break the bad habit and use my Witch Kings, Niefel Jarls, etc for combat...but it's a hard one to break). Is this common, or do you send out nearly all of your mages, and just have some of them stop in a lab/fort near wherever they are when you need their randoms? That seems far better from an efficiency standpoint (good for combat, though you lose a few research turns), and is less vulnerable to ranged ritual spell violence.
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May 31st, 2009, 11:49 PM
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Major
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Join Date: Dec 2006
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Re: Random New Questions
Berserking adds 2 fatigue/round, so that's where your golem picked it up, attacking/moving/trampling shouldn't add fatigue to 0 enc units.
As to the rest, it all depends. Usually forting and then buying some non-cap mages on the discount sites you find will be the easiest way to get going, and then move a few of the cap guys over, since you'll only be getting a few high-powered things a turn, most items you'll be making a bunch of are the low-level stuff, so there's no reason to use a cap mage for them in most cases.
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June 1st, 2009, 01:11 AM
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BANNED USER
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Join Date: May 2004
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Re: Random New Questions
In an MP game there is a lot of discussion about the critical factors.
Generally it was thought that diplomacy trumped knowledge of the game.
After that there are a lot of important factors.
In the early game, a fast start is *hugely* important. Gold has some importance.
By the end of the game, gold is almost of no import - but gems and research - are.
A construction 20, or a conjuration 20 site - is essentially worth 5-10 gems per turn.
So those sites are nice: The sites that make me take notice however are the sites that allow me to fill a gap I don't have: So for example summoning moon mages / priests. Enchantresses. These let me cast a path I don't have.
And con-50 sites, etc are just simply too good to be true. Those sites can make or break the game by themselves.
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June 1st, 2009, 10:07 AM
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First Lieutenant
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Re: Random New Questions
Whilst there's a file here, here's a question.
One player orders an army to move conventionally by land 2 provinces, through A to B, with no other route possible. The second player 'cuts' his route by taking province A (that the army needs to move through), during the magic phase. Does the army still move to the intended location (province B) anyway, does it attack province A, or does it not move?
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June 1st, 2009, 10:28 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
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Re: Random New Questions
Quote:
Originally Posted by Agema
Whilst there's a file here, here's a question.
One player orders an army to move conventionally by land 2 provinces, through A to B, with no other route possible. The second player 'cuts' his route by taking province A (that the army needs to move through), during the magic phase. Does the army still move to the intended location (province B) anyway, does it attack province A, or does it not move?
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Tested. If you're moving across multiple provinces, you get to move all the way first (as you're moving in friendly provinces), THEN the enemy attacks and conquers the province(s) in between.
My question is still waiting an answer anyway 
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June 1st, 2009, 10:08 AM
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First Lieutenant
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Re: Random New Questions
I think units recover 3 morale per turn if it has been reduced by fear, by the way. At least, that's the only value I've noticed the times I've checked.
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June 1st, 2009, 10:37 AM
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Re: Random New Questions
Amonchaked: Did you test that with a magic phase attack? Teleport, Send Horror or the like?
Those do come before movement, even between friendly provinces.
Agema: I believe the morale recovery only happens for units that aren't in melee. At the very least it doesn't seem to happen to units surrounding an SC with a fear aura.
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June 1st, 2009, 10:50 AM
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Corporal
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Re: Random New Questions
Quote:
Originally Posted by thejeff
Amonchaked: Did you test that with a magic phase attack? Teleport, Send Horror or the like?
Those do come before movement, even between friendly provinces.
Agema: I believe the morale recovery only happens for units that aren't in melee. At the very least it doesn't seem to happen to units surrounding an SC with a fear aura.
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Just did.As all magic attacks happen before the movement phase, any movement who passes through a province that was conquered by the enemy in the magic phase will be canceled(the units will just stay in the province where they were the last turn).
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June 1st, 2009, 12:01 PM
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Re: Random New Questions
Amonchakad: My limited understanding is that enemy dominion with good scales affects you based on the specific scale. So luck -> misfortune, i.e. if I have 2 black candles in a luck 2 province I will experience more bad events. I get this mostly from Baalz' guide to one of the 'heims.
Magic/Drain seem like they're a little finicky. For instance, I currently have an enarie (normally 6 RP, 7 RP with 1 star) in enemy dom 5 with magic 3. It's still 7 RP, so I know it's not getting the RP bonus from magic. It, however, has a -1 MR. I don't know if Magic 3 gives all units -1 MR (drain gives + MR, no?), so it may be that in enemy dominion you get all negative effects of the scales, but not positive effects.
I am pretty sure the heat/cold scales work the same all the time. Order/turmoil and productivity/sloth I don't know at all.
Movement and Battles:
I think it works in turn order. First, all magic. So the ritual spells like teleport & remote summoning go off, triggering battles if necessary. Second, friendly movement (movement to/from friendly territories). Then you move to/from enemy provinces.
I don't know how it works if there are armies moving into each other, or in a triangle. For instance, 3 provinces A-B-C, where all 3 are connected to each other, with 3 different countries moving armies simultaneously. Naively I assume it's simple UnitID order, presumably with the same sort order as the magic phase. Magic phase is resolved either ascending or descending by UnitID, chosen randomly each turn.
I think an army cannot move if it has engaged in a battle during the movement phase. So if you move into my army's province, my army stays put after the battle even if I gave it orders to advance. That's why sometimes if you issue move orders to attack a province, your army can remain pinned down by an enemy army.
I do not know if magic phase battles prevent armies from moving.
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June 1st, 2009, 06:41 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Random New Questions
Quote:
Originally Posted by Amonchakad
Just did.As all magic attacks happen before the movement phase, any movement who passes through a province that was conquered by the enemy in the magic phase will be canceled(the units will just stay in the province where they were the last turn).
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I dont believe this. I tested this myself early on in dom3 and found that magical attacks which break the route of a normal moving army do NOT effect thier final movement. Havent heard about this being patched (or the developers even caring)?
EDIT: Actually I've now been assured that it has in fact changed, tho not listed in the changelog. Disregard this post.
Last edited by Ironhawk; June 1st, 2009 at 06:50 PM..
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