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October 6th, 2009, 01:11 PM
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Corporal
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Join Date: Jul 2009
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Re: Newbie questions, sitesearching + lots more Qs
Many thanks to the different people answering my noob questions.  I have a few more, plus some additional clarification I'd like on a few old queries.
RE: 6) Huh, so I guess armor even protects against magic spells... just that a lot of them have AP/AN effects. (I was thinking in D&D mode I think, where armor has no effect on magical damage.) What about fatigue damage? Does armor protect against that?
RE: 8) So the thing I should ask is more about the behavior of units post-Blink spell... if a unit is attacking rear, gets blinked somewhere else, does it retarget based on its priorities? (Say I used "attack rear" and hit a big unit that did "Hold and Attack" and now it's finally moved to the front lines... does it retarget to attack the new unit at the rear? Based on personal experience it doesn't seem to do that.)
NEW QUESTIONS!
10) Sceptics (EA Arcoscephale) - does this unit reduce the dominion effect of the owner of the land, or the prevailing Pretender's dominion? Say if I was holding a territory that was under enemy dominion, does moving a Sceptic there help kill off the enemy dominion? Vice versa, say I am using dominion to attack other lands and sneak my sceptic into enemy territory (with my dominion prevailing), does that reduce my dominion spread there?
11) Spell casting scripts -- say if I script a unit to cast, say, Shock Wave (range 2) and no enemy is nearby, does the caster change spells to something with more range, sit out for the turn, or move towards the enemy so she can cast the spell?
Similarly, if I have a priest scripted to spam bless and all units are already blessed, does the unit move up to find other things to do, like engage in melee? (I'm noticing this in a test game, ugh.)
12) Domes - what spells do and don't they protect? Obviously, direct fire spells (seeking arrow, volcano, etc.) are prevented. What about Monster Boars, Wolven Winter, or Teleport (or other spells)?
13) I'm getting hit by the global "Wild Hunt" and my sacred leaders (not my priests) are targeted. What gives? (Oh, note I'm playing CBM 1.5.)
14) Twist fate - does that only protect against physical attacks, or does it protect against magic as well?
15) "Stay behind" - If I have a leader set on this command and units guarding him, does he actually stay behind the units guarding him or move towards the battlefield?
16) Elemental royalty - say if they're in the Hall of Fame, I still can't reanimate them into a mummy, right? To get them back I'd need to resummon them. If they are cursed/horrormarked (or have their paths empowered) do these effects last, or do they start fresh after each resummon, and I'd assume anybody else summoning them would get the same unit, complete with all debilitations/empowerments.
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October 6th, 2009, 01:38 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Newbie questions, sitesearching + lots more Qs
Quote:
Originally Posted by binarysolo
RE: 6) Huh, so I guess armor even protects against magic spells... just that a lot of them have AP/AN effects. (I was thinking in D&D mode I think, where armor has no effect on magical damage.) What about fatigue damage? Does armor protect against that?
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Earth typically is physical damage and armor protects against it. Fire is armor piercing, meaning that armor is only half as good against it. Astral is commonly armor negating, armor doesn't protect at all. Armor doesn't protect at all against fatigue/stun damage (associated with Water), armor negating shock damage (Air), or poison (Nature).
Quote:
Originally Posted by binarysolo
10) Sceptics (EA Arcoscephale) - does this unit reduce the dominion effect of the owner of the land, or the prevailing Pretender's dominion?
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They work exactly like the Stone Idol item.
Quote:
Originally Posted by binarysolo
11) Spell casting scripts -- say if I script a unit to cast, say, Shock Wave (range 2) and no enemy is nearby, does the caster change spells to something with more range, sit out for the turn, or move towards the enemy so she can cast the spell?
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Something with an appropriate range. Units scripted to cast don't move. Only if they're set to attack will they get closer to an enemy in case they can't hit them directly. Attacking isn't the same as firing, too.
Quote:
Originally Posted by binarysolo
12) Domes - what spells do and don't they protect? Obviously, direct fire spells (seeking arrow, volcano, etc.) are prevented. What about Monster Boars, Wolven Winter, or Teleport (or other spells)?
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Protect against everything, including your own. Don't try to teleport back into your domed capital.
Quote:
Originally Posted by binarysolo
13) I'm getting hit by the global "Wild Hunt" and my sacred leaders (not my priests) are targeted. What gives? (Oh, note I'm playing CBM 1.5.)
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No idea, might be buggy.
Quote:
Originally Posted by binarysolo
14) Twist fate - does that only protect against physical attacks, or does it protect against magic as well?
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Against everything, AFAIK, like luck, but with a 100% chance and only once.
Quote:
Originally Posted by binarysolo
15) "Stay behind" - If I have a leader set on this command and units guarding him, does he actually stay behind the units guarding him or move towards the battlefield?
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If they're set to guard the commander that is told to stay behind, nobody will move.
Quote:
Originally Posted by binarysolo
16) Elemental royalty - say if they're in the Hall of Fame, I still can't reanimate them into a mummy, right? To get them back I'd need to resummon them. If they are cursed/horrormarked (or have their paths empowered) do these effects last, or do they start fresh after each resummon, and I'd assume anybody else summoning them would get the same unit, complete with all debilitations/empowerments.
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AFAIK that's right for unique units like that.
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The Following User Says Thank You to lch For This Useful Post:
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October 6th, 2009, 05:43 PM
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General
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Join Date: Apr 2005
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Re: Newbie questions, sitesearching + lots more Qs
Quote:
Originally Posted by lch
Quote:
Originally Posted by binarysolo
15) "Stay behind" - If I have a leader set on this command and units guarding him, does he actually stay behind the units guarding him or move towards the battlefield?
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If they're set to guard the commander that is told to stay behind, nobody will move.
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This I wasn't sure of, so I tested it.
A commander will not stay behind his own bodyguards. With "Stay behind troops", he and his bodyguards closed to behind the rearmost other troops and when they broke and ran, moved to the front line.
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October 17th, 2009, 02:18 PM
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Second Lieutenant
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Join Date: Dec 2006
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Re: Newbie questions, sitesearching + lots more Qs
Quote:
Originally Posted by thejeff
Quote:
Originally Posted by lch
Quote:
Originally Posted by binarysolo
15) "Stay behind" - If I have a leader set on this command and units guarding him, does he actually stay behind the units guarding him or move towards the battlefield?
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If they're set to guard the commander that is told to stay behind, nobody will move.
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This I wasn't sure of, so I tested it.
A commander will not stay behind his own bodyguards. With "Stay behind troops", he and his bodyguards closed to behind the rearmost other troops and when they broke and ran, moved to the front line.
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Keep in mind this can be really tricky when employing elephants and other tramplers. I like to put all my elephants on the south side and my troops/commanders to the north so that fleeing elephants don't trample my commanders. But this doesn't work if commanders with "stay behind" decide to stay behind the elephants.
This is particularly funny when an elephant in retreat is behind your lines -- and all your commanders rush to catch him and get squished 
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October 6th, 2009, 03:06 PM
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Sergeant
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Join Date: Dec 2008
Posts: 200
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Re: Newbie questions, sitesearching + lots more Qs
Quote:
Originally Posted by binarysolo
16) Elemental royalty - say if they're in the Hall of Fame, I still can't reanimate them into a mummy, right? To get them back I'd need to resummon them. If they are cursed/horrormarked (or have their paths empowered) do these effects last, or do they start fresh after each resummon, and I'd assume anybody else summoning them would get the same unit, complete with all debilitations/empowerments.
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Elemental Royalty and other unique summons cannot get into the hall of fame. Same with pretenders.
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October 6th, 2009, 03:15 PM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
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Re: Newbie questions, sitesearching + lots more Qs
Quote:
Originally Posted by statttis
Elemental Royalty and other unique summons cannot get into the hall of fame. Same with pretenders.
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This is incorrect.
Pretenders and Unique summons (which covers the Elemental Royalty) can all enter the Hall of Fame, it is just that they can not gain Heroic Abilities (which is the where the difference is compared to other HoF entries)
This is easily checked by looking at the awake Pretender SC's that make the HoF in the first few turns of a game.
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October 6th, 2009, 03:56 PM
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Sergeant
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Join Date: Dec 2008
Posts: 200
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Re: Newbie questions, sitesearching + lots more Qs
My mistake
Of course they can enter the hall of fame, they just don't get anything out of it.
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