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  #1  
Old January 14th, 2008, 07:51 AM

shard shard is offline
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Default Teleportation, summoning and sieges...

A couple of quick queries again regarding sieges...

1) Is it possible to reinforce besieged castles by teleportion spells, or will the the teleporters fight the besieging army? Or does this depend on the spell i.e. Gateway - which seems as though it will reinforce inside the castle, versus Teleport /Trapeze / Faery Trod, where its not so clear?

2) I realise most summons will conjure up inside the castle when cast by the besieger, but what about remote summons such as call of the winds/wild and arouse hunger etc? Will these summons attack the besieging army?

3) Will friendly domes prevent you from porting in your reinforcements to your besieged castles via magic means (1&2)? I hear they prevent enemy teleporters, but how about your own?

Thanks for the input!
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Old January 14th, 2008, 08:40 AM

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Default Re: Teleportation, summoning and sieges...

1. The teleporters will fight the besieging army

2. Summons appear inside the castle if you are undersiege and you cast it. Remote summons will attack the besieging army.

3. Friendly domes will definitely prevent your own teleporters from coming in.
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  #3  
Old January 14th, 2008, 11:12 AM
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Default Re: Teleportation, summoning and sieges...

1 - From my experience teleporters will stay inside the castle.
2 - Call of the winds fight siegers
3 - I dont know but its been said that domes block the teleport spell aswell. This means that could block enemy teleporters and remote attack spells such as ghost riders??
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Old January 14th, 2008, 11:18 AM

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Default Re: Teleportation, summoning and sieges...

Er.. so its random if the teleporters end up inside or outside the castle?

Not 100% sure, but I've tried teleporting into a province the turn a beseiging army moves in and the teleporter ends up inside the castle. But not sure if this is also the case when the seige is already taking place.
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Old January 14th, 2008, 11:26 AM

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Default Re: Teleportation, summoning and sieges...

I could be mistaken on 1.

Domes will definitely stop remote attack spells like ghost riders, but it's not 100%, the chance depends on the type of dome.
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Old January 14th, 2008, 11:39 AM
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Default Re: Teleportation, summoning and sieges...

If you cast call of the winds from within the castle and target the castle, they stay inside, haven't had the chance to test other cases since I very rarely use call of the winds.
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Old January 14th, 2008, 11:46 AM

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Default Re: Teleportation, summoning and sieges...

1) Teleports into the city, never see something else

3) Domes try to stop all teleport spells, regardless enemy's or your own.
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Old January 14th, 2008, 05:24 PM
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Default Re: Teleportation, summoning and sieges...

Yeah, On point one they will always show up in the city without a fight.
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Old January 14th, 2008, 11:15 PM
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Default Re: Teleportation, summoning and sieges...

Sneaky troops and commanders can sneak into a besieged castle too, btw.
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Old January 17th, 2008, 11:25 PM
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Default Re: Teleportation, summoning and sieges...

Casting Horde from Hell remotely will reinforce the castle.

I'm surprised to hear Call of the Winds doesn't...bug one way or the other?
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