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May 19th, 2007, 08:33 AM
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Corporal
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Join Date: Feb 2007
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Luck : +1 => Turn 2 => lab destroyed event !!!
I was testing a bless in SP. I took
order 0
prod 3
cold 3
growth 1
luck 1
magic 1.
Turn two => event : lab destroyed !
On turn 1, I did not recruit a mage. So no more mage to build another lab = unable to recruit even one mage until I empower some random guy or until my pretender free himself from his imprisonment !!! And since I got no mage, finding magic site is even harder LOL !
The game was early screwed with *positive* scales beside cold !!! I'm happy it didn't happen in MP !
I wonder what are the "chances" to be so unlucky ?
Did something similar happen to you with luck (not misfortune) ?
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May 19th, 2007, 08:38 AM
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National Security Advisor
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
Never had my lab burn down on turn 2, but this is the reason why the first commander you recruit should ALWAYS be a mage if you have a dormant or imprisoned pretender. It's easier to prophetize some ranodm schmuck than make a mage out of one.
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May 19th, 2007, 11:33 AM
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Major General
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Re: Luck : +1 => Turn 2 => lab destroyed eve
Hilarious.
Jazzepi
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May 19th, 2007, 12:39 PM
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Major General
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Join Date: Mar 2007
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Re: Luck : +1 => Turn 2 => lab destroyed eve
You're actually not totally sunk if your lab burns down; you just need to buy a mercenary and have him build a lab.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 19th, 2007, 06:32 PM
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Corporal
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
Quote:
Edi said:
Never had my lab burn down on turn 2, but this is the reason why the first commander you recruit should ALWAYS be a mage if you have a dormant or imprisoned pretender. It's easier to prophetize some ranodm schmuck than make a mage out of one.
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With my pretender imprisoned in MP, I did my best expansions by recruiting cheap commanders to ferry as most troops as I could to my independants neighbours - not by recruiting mages. Oviously it may vary depending the nation you're playing.
And since noone here seems to complain about such event so early, I think I'll take the risk again
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May 20th, 2007, 03:26 AM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
Quote:
Eressil3 said:
Turn two => event : lab destroyed !
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Ouch.
I thought in dom3, there was some protection, that some really bad events couldn't happen on turh 2-3. lab loss could be among the worst... wonder what events are restricted... maybe attacks from the ancient precence, bogus or knights?
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May 20th, 2007, 01:52 PM
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First Lieutenant
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Join Date: Feb 2007
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
Attacks are probably restricted, as are the ones that drop your dominion (to prevent an auto-dominion kill on turn 3).
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May 20th, 2007, 02:37 PM
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National Security Advisor
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
I don't know that any events are restricted. I've had barbarian horde on turn 2. In Dom2 I once got knights on turn 2, which really shut my game down pretty damned effectively. Don't know that any of that has been toned down in Dom3.
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May 20th, 2007, 05:53 PM
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Sergeant
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Join Date: Oct 2006
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
I thought that the whole point of the event restrictions was to stop people losing their labs right at the start. If you lost on on turn 2, then maybe there's an issue there
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May 20th, 2007, 05:59 PM
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National Security Advisor
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Re: Luck : +1 => Turn 2 => lab destroyed event !!!
If you lost the lab on turn 2, it's your own damned fault for not recruiting a mage. It also means you got pretty damned unlucky, but that's neither here nor there. Sometimes you really do roll the snake eyes three times in a row, as it were.
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