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February 20th, 2012, 06:57 AM
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First Lieutenant
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Join Date: Jan 2012
Location: southern maine
Posts: 734
Thanks: 61
Thanked 12 Times in 8 Posts
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ctis poison slingers
i like these units a lot. but i think i am killing more of my desert rangers than enemies!!
i know my own units can be poisoned by my slingers(they have only a 50% poison immunity) but i think if they even suffer one point of poison damage, they are KIA and show up as casualties, even if they survive the battle(which they nearly always do)
am i right in this? if so, i guess the slingers are only useful to support undead.
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February 20th, 2012, 07:06 AM
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Sergeant
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Join Date: Dec 2009
Posts: 329
Thanks: 33
Thanked 12 Times in 12 Posts
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Re: ctis poison slingers
There are methods to get poison immunity for armies.
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February 20th, 2012, 10:45 AM
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Sergeant
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Join Date: Apr 2004
Posts: 285
Thanks: 3
Thanked 19 Times in 13 Posts
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Re: ctis poison slingers
MA Ctis' Marshmasters have the exact right paths to cast Serpent's Blessing, which gives your whole army +50% poison resist. Your saurians already have 50% poison resist. Do the math, then cast Foul Vapors on top of it because why not ? It's all in Enchantment, which also happens to be your main research path (skellispam, terror, leeching darkness, relief...)
LA Ctis doesn't really have the tools to pull it off, but then they have lots and lots of undead chariots instead.
__________________
Anything wrong ?
Blame it on me - I'm the French.
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February 20th, 2012, 03:10 PM
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First Lieutenant
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Join Date: Jan 2012
Location: southern maine
Posts: 734
Thanks: 61
Thanked 12 Times in 8 Posts
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Re: ctis poison slingers
thanks for the replies. so it is true, a unit poisoned in combat will be KIA? if that's true, that makes the slingers nasty nasty nasty.
i think i like them even more. too bad i have already lost about 200 units to "friendly fire".
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February 20th, 2012, 03:17 PM
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Captain
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Join Date: Sep 2009
Posts: 992
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Re: ctis poison slingers
If you click on the unit and get it's 'stat's, you'll see three lines on it at the bottom. One is red and indicates damage. One is blue and indicates fatigue and one is green and indicates poison. Poison will accumulate with successive hits or exposure and be 'applied' over successive turns. When applied, the 'green line' goes down and the unit is damage (making the red line bigger).
I think at the end of combat, poison is applied for another handful of turns and so during that handful of turns, more of that 'green line' gets turned into 'red line' (ie damage). So if there is more 'green line' then the unit has hit points, it will kill the unit.
Note that things like regeneration can counter this obviously.
Note that this effect is similar with banefire or decay aging effects i believe. you will continue to age after the battle for ~4-6 turns which can hand a unit several more afflictions or even kill a unit.
Take all this with a grain of salt; while i think its right, i don't absolutely know so.
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February 20th, 2012, 03:30 PM
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First Lieutenant
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Join Date: Jan 2012
Location: southern maine
Posts: 734
Thanks: 61
Thanked 12 Times in 8 Posts
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Re: ctis poison slingers
thanks immaculate. hey, r u the guy that wrote that Arco AAR? if so, that was absolutely *****in. really great read.
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February 20th, 2012, 04:39 PM
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Captain
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Join Date: Sep 2009
Posts: 992
Thanks: 47
Thanked 23 Times in 19 Posts
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Re: ctis poison slingers
nope- not me...
i wrote two aars but in both i got beat by the ai- its sort of embarrassing.
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February 20th, 2012, 05:53 PM
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First Lieutenant
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Join Date: Jan 2012
Location: southern maine
Posts: 734
Thanks: 61
Thanked 12 Times in 8 Posts
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Re: ctis poison slingers
oh yeah. i remmember. one was with a water nation. i get whipped by the ai 2/3 of the time
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February 20th, 2012, 08:14 PM
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Captain
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Join Date: May 2008
Posts: 855
Thanks: 107
Thanked 28 Times in 21 Posts
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Re: ctis poison slingers
Try Lanka with a Astral/ Water bless...
__________________
Always forgive your enemies; nothing annoys them so much.
Oscar Wilde
He who laughs last didn't get the joke.
Saber
Alcohol and calculus don't mix. Never drink and derive.
Socrates used to say, the best form of government was that in which the people obeyed their rulers, and the rulers obeyed the laws.
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February 20th, 2012, 08:17 PM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
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Re: ctis poison slingers
Yeah, when a battle ends, there are five more rounds (I think it's always five, but like Immaculate I'm not totally sure) of regeneration, reinvigoration, poisoning, decay, and other such lingering processes. Probably freezing and burning too. Everybody on the winning side just stands still and develops, and then the battle really ends. And while this is happening you can see damage numbers (green if it's due to poison) rising from them. Are you seeing your units die then parone? Or do they visibly survive even that? It's my impression that if they survive those five rounds, then the poison will leave them and they'll live, even if they had more poison in them than hit points. Or like if they flee the field while dying of a huge dose of poison, and they manage to reach the end before it kills them... hmm actually I've never been sure what happens to units in that case.
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