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  #41  
Old July 4th, 2008, 02:07 AM

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Default Re: TucoTuco

Van Gazetteer
Year 1AW, Summer:
All of Vanheim is abuzz with gossip and activity.

Vanheim scouts have discovered several nations neighboring near our ancestral lands. Emissaries must be dispatched, will these alien cultures be full of friends... or foes? Will merchants be able to trade items, gold, and gems for mutual benefit? Or will warriors need to sharpen their swords, and polish their armor in preparation for some future conflict?
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  #42  
Old July 5th, 2008, 11:00 AM
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Default Re: TucoTuco

The Celestial Masters can answer your simple questions, of course.
Where there is Ying, there is Yang also. So, where you would be able to find friends, you will also find foes. And while you would be able to trade, including with traders of our own benevolent ruler, you will also need to fight. Much. So not be too exact in polishing your armor - it would get dented quite soon in any case!
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  #43  
Old July 7th, 2008, 06:33 PM
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Default Re: TucoTuco

I noticed that 2 pretender gods have been killed.

What are the ramifications of that?
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  #44  
Old July 7th, 2008, 07:26 PM
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Default Re: TucoTuco

Well, unless they were immortal pretenders they'll first have to be summoned back by priests, which will take a long time at this stage of the game. They'll also have reduced magic capabilities, which again at this stage of the game will take an effort to reclaim. And even if they were immortal there is a good chance they have some sort of wound or other infliction that will reduce their effectiveness, which will be annoying to heal unless they have either commanders that can heal other troops or their pretender is able to heal on his own.

So, essentially, those nations are down a formidable warrior for the time being as well as missing out on whatever magic capabilities they had and dominion expansion. Or this pretender was immortal in which case his death should be a regular occurrence unless he picked a fight outside of his dominion.
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  #45  
Old July 7th, 2008, 08:06 PM
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Default Re: TucoTuco

IIRC immortals heal affliction of their own. At least they did in Dom2. But I don't think these two are immortal.
And they both had a strong Dominion which means that their neighbors will take less push than they would otherwise.
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  #46  
Old July 8th, 2008, 06:12 PM
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Default Re: TucoTuco

Concerning the Worthy Hero's,

Where are they? lol
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  #47  
Old July 8th, 2008, 09:27 PM
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Default Re: TucoTuco

Well, it depends on YOUR Luck scale. And I don't mean only Pretender's...
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  #48  
Old July 9th, 2008, 02:21 AM

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Default Re: TucoTuco

Not sure how novice or not the players here are, but here's an explanation in case;

The Worthy Heroes mod simply adds some better heroes to the selection , so you have greater variety in possible heroes, and it also buffs the existing heroes, usually adding an ability or item slot.

As for getting them, that hasn't changed. In case you haven't read that part of the manual, it's (X + 3)% chance per turn of getting a hero, where X is your luck scale. So luck 3 means 6% chance, and misfortune 3 means no heroes ever.
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  #49  
Old July 9th, 2008, 02:52 AM
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Default Re: TucoTuco

Quote:
Darkstone said:
Not sure how novice or not the players here are, but here's an explanation in case;

Do you suspect experienced players posing as noobie's?
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  #50  
Old July 9th, 2008, 02:54 AM
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Default Re: TucoTuco

Quote:
Darkstone said:


The Worthy Heroes mod simply adds some better heroes to the selection , so you have greater variety in possible heroes, and it also buffs the existing heroes, usually adding an ability or item slot.

As for getting them, that hasn't changed. In case you haven't read that part of the manual, it's (X + 3)% chance per turn of getting a hero, where X is your luck scale. So luck 3 means 6% chance, and misfortune 3 means no heroes ever.

Well that explains it thank you.
My Luck 1 isn't cutting it.
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