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  #1  
Old April 23rd, 2004, 09:25 AM

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Default Carrion Woods Reanimations

You should be interrested by a post sent by Kristoffer O. on the French PC4WAR forum
http://www.strataegis.com/forums/viewtopic.php?t=2691
Cheers

-----

Autosummoning:

10*(dom+growth+1) % chance (actually a d10 is used) of manikin reanimation if there are unburied corpses.
1+growth+magic% chance of mandragora - else manikin.

Also:

10*(dom+growth+1) % chance of carrion beast / pangaean manikin reanimation if the province is a forest.
1+growth+magic% chance of powerful stuff.

There might be some stuff prohibiting human manikin in forests (makng them beasts instead)

Reanimation:
Number: Priestlvl/2+(1D2-1)
Quality 10%

So, if you have ten provinces with dom5 (growth2+magic2) of which 5 are forests you would get about 9 manikin and 4 beasts each turn. Of these one or two would be powerful.
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Old April 23rd, 2004, 09:28 AM

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Default Re: Carrion Woods Reanimations

Ooops, just realized that the Last exemple seems illogical.
Kristoffer wrote that autosummon in forests gives "1+growth+magic% chance of powerful stuff" then later "Of these (4 beasts) one or two would be powerful". If 1+2+2=5%, I'll be damn lucky if I get two powerful beasts out of a total of 4... that means 50%!
Should I understand that autosummon in forests gives 10 x (1+growth+magic) % chance of powerful stuff ?
Cheers
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  #3  
Old April 23rd, 2004, 11:35 AM
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Default Re: Carrion Woods Reanimations

Thanks for the info Sunray_Be. Now if we could all put our collective wits together and come up with a good overall strategy for Carrion Woods. I still feel it's the most difficult faction to master. It's annoying to get your hiney handed to you by an AI set to easy.
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Old April 23rd, 2004, 12:36 PM

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Default Re: Carrion Woods Reanimations

Quote:
Originally posted by Wauthan:
Now if we could all put our collective wits together and come up with a good overall strategy for Carrion Woods.
Mmmm, let me see, I think I've that already
Only a draft, but fairly comprehensive I think.

Here : http://www.freewebs.com/sunraybe/cw.doc

Cheers
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Old April 28th, 2004, 06:29 PM
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Default Re: Carrion Woods Reanimations

Quote:
Originally posted by Sunray_be:
Ooops, just realized that the Last exemple seems illogical.
Kristoffer wrote that autosummon in forests gives "1+growth+magic% chance of powerful stuff" then later "Of these (4 beasts) one or two would be powerful". If 1+2+2=5%, I'll be damn lucky if I get two powerful beasts out of a total of 4... that means 50%!
Should I understand that autosummon in forests gives 10 x (1+growth+magic) % chance of powerful stuff ?
Cheers
One or two out of 9+4. A powerful manikin is a mandragora. 1+2+2 = 5%. 5% out of 13 is one or, if you are lucky, two. Zero is not uncommon either. Slight miscalc on my part.
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Old April 28th, 2004, 06:36 PM
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Default Re: Carrion Woods Reanimations

Has anyone played CW before and after 2.11. I would like to get some feedback. The changes are somewhat limited. Are they noticeable at all?

Reanimations
Dominion based reanimation
Survivability of manikin
Power of manikin
Power of unholy spells
Research - reanimate trade off

Comparisons with Ermor
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  #7  
Old April 28th, 2004, 06:47 PM

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Default Re: Carrion Woods Reanimations

Quote:
Originally posted by Kristoffer O:
Reanimations
Slightly quicker, though not better. Using a Carrion Lord to Reanimate still seems like an exercise in futility.

Quote:
Dominion based reanimation
This has been another minor increase I haven't seen much in the way of making this work. I also haven't seen any leaders reanimated to drag over some of these Manikins for free.

Quote:
Survivability of manikin
I have not seen this change at all, they are still on par with skeletons as far as getting destroyed enmasse.

Quote:
Power of manikin
To be quite honest Manikins rarely are able to survive long enough to gauge this.

Quote:
Power of unholy spells
Did not notice a difference with these.

Quote:
Research - reanimate trade off
Still nearly crippling slow even with Magic 3. If you don't recruit a Dryad every turn and get a secondary fortress or find a Library you will be behind most other nations except those in Drain enviroment.

Quote:
Comparisons with Ermor
Much better than it was, still nowhere near either Theme of Ermor, which is a good thing. Maybe an idea or suggestion to make the reanimation fall more in line as the game progresses is to have provinces under CW Dominion revert to Forest after a period of time. Thus increasing it's overall ability to produce more and more free manikins.
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Old April 28th, 2004, 07:03 PM
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Default Re: Carrion Woods Reanimations

Sorry, I wasn't very clear.

There are only changes in the reanimation, but I wanted some general feedback as well.
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Old April 28th, 2004, 08:28 PM

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Default Re: Carrion Woods Reanimations

A worthy addition might be a CW only spell that requires 2N that is Raise Manikins, replacing Raise Skeletons. Or if you'd rather, 1D1N, so it was fairly Carrion Specific. This is another distinct advantage that a Death Nation has over CW. Along with Drain Life (if there was something equivilant as far as damage/effect for CW it would be appropriate).

Or alternatively you could give them much better Tangle Vine(typish) Theme specific spells. (I.E. Carrion Vine, lifedraining Tangle Vines)

[ April 28, 2004, 19:29: Message edited by: Zen ]
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  #10  
Old April 28th, 2004, 09:08 PM
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Default Re: Carrion Woods Reanimations

Oh, BTW, any common undead (soulless, longdead) benefits from regeneration when the ad hoc unholy prayer is cast. It sure doesn't make CW overpowered, but is it a wanted feature or an oversight?

So far, I can't say I saw any good reason to pick Growth+3 instead of +1. (1) It costs points (2) The few extra manikins you might get aren't enough to compensate the fact invaders get extra supplies from your higher Growth scale (I'm not 100% positive on this, but I think they get extra supplies from it)

Otherwise, I second Zen's comments on every point.

And I really like his suggestion about turning provinces into forests.
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