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September 16th, 2004, 04:19 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
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Re: Ritual of Returning not working if fatigue > 1
i see, i was in unfriendly dominion :-(
thank you for the hint.
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September 16th, 2004, 04:34 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Addn\'l notes
Quote:
Taqwus said:
Has the Void Summoning logic been changed? I'm taking a -long- -long- time with a R'lyeh SP game (e.g. forced myself to clear all the indy-9 water provinces before making any serious push onto land), and my Starspawn summoner has never been feebleminded. Yes, there's luck dominion (something like +2), and the Starspawn is holy, with starshine skullcap and further empowerment, but it'd surprise me if the odds somehow went down to 0%. He has been attacked, however.
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You've just been extraordinarily lucky. I'm playing a friendly co-op hotseat game with a friend as Atlantis while he's got R'lyeh, on the small Faerun map, and by turn 20 or so, he's already had two starspawn priests feebleminded from playing with the gate. We're jsut about to start taking bets on how long the next one is going to Last...
Edi
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September 16th, 2004, 04:48 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: Addn\'l notes
Unless there has been a change in the 2.13/2.14 patches, your friend has been incredibely unlucky and should consider suing Lady Luck. The odd for feeblemindedness is supposed to be of 2% (per turn or per summon, I am not sure) for Starspawn priests, and of 1% for R'lyeh priest hero. So losing two priests in 20 turns seem a tough luck case.
Neither luck nor astral magic mattered when I ran my own tests (2.12), and only the priest status had any influence I could check. Even under Luck 3, the national hero eventually got feebleminded, although it was very late in the game (he had a Summoning Skill of... Well, 150 or so. I was trying to see if something else came after the odd Vastness and the swarm of Greater Othernesses, but nothing else was summoned).
On another matter, is experience supposed to have no incidence on Undead leadership (or Magic leadership for this matter)? I can understand for the Heroic Valour and other similar abilities, but I am not sure if experience should have an effect over all kinds of leadership talents.
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September 16th, 2004, 05:20 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Addn\'l notes
Experience has no effect on Undead or magic leadership, afaik. At least it hasn't had pre-2.13, and I don't expect it to have changed. There are heroic abilities that affect them (at least for undead ldr, Undead General).
Edi
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September 16th, 2004, 05:23 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Thanked 22 Times in 22 Posts
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Re: Addn\'l notes
Yes it doesn't have any (not under 2.14 or any previous Version when I toyed with undeads at any rate). My question was whether this is intentional or not, as I have seen no such mention in the manual or its addenda. A quick research on the Boards has brought up little either; though that is likely due to my inability to search my way out of a paper bag without any sort of assistance.
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September 16th, 2004, 06:42 PM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
Posts: 744
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Re: Addn\'l notes
Quote:
Taqwus said:
The "Soulstone of the Wolves" still summons helper wolves underwater. Seems a touch strange. Call of the Wild can also be cast from underwater, not sure if that's an issue.
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Do they die instantly when you summon them underwater?
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September 16th, 2004, 08:58 PM
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Corporal
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Join Date: Mar 2004
Location: Eastern US Seaboard
Posts: 96
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Luck
I think that the dev's might want to take a long, hard look at how Luck is working. Here are some facts for reference:
1. I have only ever lost a temple or lab in the first 10 turns when I had POSITIVE Luck. This has happened 3 times in about 10 games with positive luck.
2. The only time I ever *gained* a temple from an event, I had NEGATIVE Luck.
From the number of other people complaining about suffering catastrophic events early in the game with a positive luck scale, it really seems like there is something borked with the way that Luck works.
__________________
"He clasps the crag with crooked hands;
Close to the sun in lonely lands,
Ringed with the azure world, he stands" - Alfred, Lord Tennyson
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September 16th, 2004, 09:14 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Luck
Schmoe, have you considered that events are determined by the scales per province, thus even if you took negative luck for your nation the province the event took place in might have positive luck due to outside dominion? And vice versa.
With due respect, this issue of "unexplainable" events keeps cropping up from time to time and in each case it's always been shown to be faulty comprehension of how the event system works. If you say that a "number of people" are complaining, my first question is how well do they understand the system, and have they done comprehensive, reproducible tests (preferably with saved games on hand as evidence)?
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September 16th, 2004, 11:16 PM
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Corporal
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Join Date: Mar 2004
Location: Eastern US Seaboard
Posts: 96
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Re: Luck
Yes, I have considered that. In each unlucky case it was my capitol, which had positive luck.
I honestly didn't look too closely at the event that gave me a temple, but it took place in a province that had been under my dominion for at least 7-8 turns.
I'll continue to watch closely for what you've mentioned, but I have had more than several extremely negative events occur in my capitol within the first 10 turns of a game with a Luck +3 setting.
Quote:
Arryn said:
Schmoe, have you considered that events are determined by the scales per province, thus even if you took negative luck for your nation the province the event took place in might have positive luck due to outside dominion? And vice versa.
With due respect, this issue of "unexplainable" events keeps cropping up from time to time and in each case it's always been shown to be faulty comprehension of how the event system works. If you say that a "number of people" are complaining, my first question is how well do they understand the system, and have they done comprehensive, reproducible tests (preferably with saved games on hand as evidence)?
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__________________
"He clasps the crag with crooked hands;
Close to the sun in lonely lands,
Ringed with the azure world, he stands" - Alfred, Lord Tennyson
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September 17th, 2004, 04:45 AM
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Private
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Join Date: May 2004
Location: Regensburg, Germany
Posts: 14
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Re: re: amazons
Quote:
Arryn said:
Quote:
Hasslmaster said:
But why wasn't I able to recruit those units pre-patch? And I'm sure I wasn't!
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In order to recruit Amazon priestesses, you must first build a temple in that province. For Amazon Sorceresses, you need a lab there. The non-commander amazons may be recruited anytime so long as you have sufficient gold and resources available to do so.
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Two things: First off, I'd like to report another bug: The Wrath of God spell can electrocute even armies on the bottom of the sea. This is perhaps conforming to the rules, but it flies in the face of the spirit of the game, which normally acts like you would expect a fantasy world to act intuitively. Those lightning strikes shouldn't reach the ocean bottom. Except for... is it magic water piercing lightning?
The other thing is my former problem with the jade sorceresses et al. So these units don't come from a magic site, OK. But I'm still sure I didn't see them in the recruit screen before the patch. And normally you're able to see units you cannot buy grayed out.
So is this issue of mine perhaps a bug that was corrected by v2.14??
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