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  #11  
Old July 3rd, 2008, 11:52 PM
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Default Re: Tartarians

I think, if this follows the normal Dominions random curve, that whatever the Tarts start out doing (pillage, etc.), they will keep doing for the most part. So if your first one destroyed a temple, most of the rest will probably do the same thing. My first one pillaged, and so most of the rest of them have pillaged since then.
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  #12  
Old July 4th, 2008, 03:31 AM

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Default Re: Tartarians

Mine have done all kinds of crazy stuff with no obvious pattern. Some pillaging, some preaching, some "All Will Be Ashes," some "Festival for the Dead", some research.

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  #13  
Old July 4th, 2008, 05:51 AM
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Default Re: Tartarians

Some stuff is more common since it checks for the first insane order, if not this one it checks for the next etc. Pillage might be fourth down the road. Temple destruction is one of the last ones I think.

I don't think they ever destroys labs.
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  #14  
Old July 4th, 2008, 10:37 AM
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Default Re: Tartarians

Quote:
Kristoffer O said:

I don't think they ever destroys labs.
No? Oh damn, in the loldominions thread i put in an image "Obliterate lab" as a funny command for a Tart ^^

Anyway I agree that Tarts now are quite dangerous with the new Shattered Soul and it's more likely to be reluctant in Gift or Reasoning many of them (as far as i understood, there is no risk if they aren't commanders, even if you lose their pretty magic paths they're still very nice as fighting summons for 10 D gems) - I wouldn't change the feature of them continuing the pillage or else after the insane turn - you liked so many strong SCs? Now remember all of them! ^^
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  #15  
Old July 5th, 2008, 08:06 PM
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Default Re: Tartarians

Actually the Tartarians did gain a new useful ability because of the shattered soul trait. When sieging an enemy castle if the Tartarian goes RED and chooses the "temple destruction" action it will destroy the enemies temple.

Otherwise it's virtually impossible to destroy the temple without successfully sieging the castle.
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  #16  
Old July 6th, 2008, 01:07 AM

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Default Re: Tartarians

No, it won't.
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  #17  
Old July 6th, 2008, 03:53 AM
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Default Re: Tartarians

Q: How many Tartarians does it take to screw in a lightbulb?

A: 5.

One to fight imaginary doom horrors that he sees in his head.
Two to build a temple, though there is already one there.
Three to tear down said temple.
Four to kill everyone in the province that thinks that they don't need a new lightbulb.
Five is the one that actually screws in the lightbulb. He then goes on a terror spree cause the light hurts his eyes, killing 200 villagers.
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  #18  
Old July 7th, 2008, 04:24 AM

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Default Re: Tartarians

It is generally agreed that they are less useful than before, but have we seen a rise in other end game strategies?
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  #19  
Old July 7th, 2008, 04:27 PM
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Default Re: Tartarians

Modding in SCs seem to be on the rise.
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  #20  
Old July 7th, 2008, 04:44 PM

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Default Re: Tartarians

I am working on a mod to add new options for late game summons, for the elemental paths and nature (I figured death, blood and astral were already plenty useful in the late game). I'd say it's 80% done, so hopefully it should be released reasonably soonish.
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