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June 28th, 2009, 11:12 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Need to kill a golem...
It is possible, and indeed likely, that he'll use 2 S for the mind dual rather than one. The AI sometimes does this to reduce fatigue.
I read somewhere that the AI can even decide to use more than 1 additional gem for casting.
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June 28th, 2009, 11:20 AM
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Re: Need to kill a golem...
" * Wind Ride : commanders with earth magic of 4 or more, size 6 or ethereal are not affected.
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Golem is size 4 or 5 IIRC. Use wind ride and set up something appropriate to help the PD kill him. Like shatter spam, or magic dual 
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June 29th, 2009, 02:06 PM
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Major General
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Location: Seattle
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Re: Need to kill a golem...
Quote:
Originally Posted by WraithLord
" * Wind Ride : commanders with earth magic of 4 or more, size 6 or ethereal are not affected.
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Golem is size 4 or 5 IIRC. Use wind ride and set up something appropriate to help the PD kill him. Like shatter spam, or magic dual 
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I believe Wind Ride is still bugged and will with high probability drop the commander somewhere en route to the ambush.
-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 30th, 2009, 09:33 PM
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Join Date: Jun 2003
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Re: Need to kill a golem...
Quote:
Originally Posted by Viajero
Magic Duel is 100 (1 S gem required) fatigue and Returning is 200 (2 S gem required), both S1 spells.
Assuming you have a mage with S2 scripted to first Magic Duel then Returning with just 3 S gems , can he cast both from a fatigue point of view? or does fatigue after Magic Duel (fatigue 100 / (1+2-1) = 50 ) need to be recovered down to zero before being able to cast Returning?
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Well since it's a single golem why even worry about casting returning? I wouldn't risk a good level_4 or higher astral mage. Don't you have some level_1 and/or level_2 astral mages who can march with an army which also fields units/thugs with the cold aura?
In a current game I have several level_1 astral mages who's first order is magic duel for the pure purpose of a teleporting golem. The magic duel only involves the current base level of astral magic for each involved, thus any item or spell buffs won't make a difference.
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June 30th, 2009, 05:41 AM
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First Lieutenant
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Location: UK
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Re: Need to kill a golem...
I tried Wind Riding a size 4 non-mage unit quite a few times, and succeeded only once. It's a spell currently with serious limitations, whether bugged or WAD.
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June 30th, 2009, 11:05 AM
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First Lieutenant
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Re: Need to kill a golem...
Yep, that's kind of annoying especially as it would make sense to windride enemy scs into armies supposed to kill them. Windriding a human around less so.
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June 30th, 2009, 09:37 PM
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Re: Need to kill a golem...
Quote:
Originally Posted by Agema
I tried Wind Riding a size 4 non-mage unit quite a few times, and succeeded only once. It's a spell currently with serious limitations, whether bugged or WAD.
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I completely agree... ideally I think the spell should be enhanced to wind ride a target into another target province. This way you could toss one enemy commander into another enemy province.
Perhaps in Dominions_4... another time.
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July 3rd, 2009, 10:18 AM
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Major
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Re: Need to kill a golem...
Quote:
Originally Posted by NTJedi
I completely agree... ideally I think the spell should be enhanced to wind ride a target into another target province. This way you could toss one enemy commander into another enemy province.
Perhaps in Dominions_4... another time.
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...another galaxy... 
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