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Zsa
Famous Hero
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posted April 03, 2006 08:19 AM |
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34 is already in the manual. It states that the target def value is reduced by 40/80 % WHEN attacking. I don't see any confusion in that.
for 31 csarmy, when you paralyze a goldie in a regular fight, you can say it acts like lvl 5 spell .
The rest seems pretty neat, cept evil's posts
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"You sound like zsa who only plays the game on forums" - Russ
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Binabik
Responsible
Legendary Hero
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posted April 03, 2006 08:40 AM |
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According to Legend's tests, he tried to paralize goldies 100 times and it never worked. That would make it level 4.
About #34. I agree it doesn't say anything. But it's there for a very good reason. It's Xarfax's thread and he put it there.
About DD and the boat. I think it needs to be worded better. But I think it will become obvious real fast if someone tries to DD to land.....unless their name is Noah.
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supersonic
Famous Hero
being digested. E=mc^2, s=vt
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posted April 03, 2006 09:35 AM |
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All right. Your rumour-maker supersonic is here!
44. A strange dark magic causes towers in a siege to humble creatures even more if you have armourer or if you cast airshield.
45. Without the help of me and all the others here, you wouldn't even know what is in outside garrison!
46. You can't implode a catapult, but don't worry! Other damage spells should work on it.
47. A mourning hero without even one creature to work with, will disappear as soon as he gets attacked!
48. If you choose a warrior with ballistics or first aid, don't expect him to have 2 level creatures.
49. Death stare of the powerful mighty gorgon has a 10% chance to work. So if your opponent has 10 of these creatures, expect at least one of your own to die under its terrible gaze. (a bit too long)
50. Angellic alliance will allow you to cast expert prayer, even if the red orb is brought by your enemy.
51. Even if you find a creature with a speed 1, ballistics will allow you to cast first in a catapult's turn, unless your opponent has artillery.
52. Dig a hole at the coast and no boat can land there. (left as it is, sounds nice)
53. Hypnotized hydras are smart enough to avoid hitting your other creatures.
54. My dear friend Astral told me that even if you hypnotize a creature and tell it to stand next to a shooter, shooter won't bother and will shoot.
55. Don't worry if you can't have a particular secondary skill - find a good scholar or a witch hut!
56. Dragons and hydras, powerful creatures, will be turned into bone dragons, slaves of the undead, by the skeleton transformer.
57. Necromancers also rise skeleton warriors, but only when all 7 spaces are full and only 2/3 of the normal quantity.
58. Deleted
59. Even if you kill opponent's mage, your enemy will still have easier casting. Even if you kill opponent's silver pegasi, you will still have to pay more. (I would divide that one on two)
60. Once you have all your mana, the fuel of wizards, you can remove knowledge artifacts without losing it.
61. When fighting against tower, ensure to have expert dispel, my lord. It will destroy all land mines.
62. Expert Water and remove obstacle are friends of those, who want to see land mines and quicksand, without actually removing them.
63. My friend, Labetha, told me about her battle. No matter how hard she tried to cast magic mines, fire walls and force fields, her opponent removed them with a spell "remove obstacle". This spell, however, cannot remove castle walls or any obstacles that go across the field.
64. Flying allows you not to put your feet on the cold snow or hot sand, but you still can easily travel on the road.
65. A catapult can deal 0, 1 or 2 damage to the walls, which have 2hitpoints. I knew a fool once, who had archery, offence and high attack. Nothing of that influenced his catapult. Only ballistics can change it.
66. An fire-hot type of moat will deal 90 points of damage, while others will deal 70.
67. You take only damage when you go into or stay in a moat. Not when you leave it. (good as it is, IMO)
68. You cannot avoid damage dealt by moat. However, resistance, immunity and recanters cloak might work on tower land mines.
69. My dearest freind, Thogrim, told me that with his 100% resistance, mines exploded, but dealt no damage. Red ord was present on the battlefield too.
70. A wise man once said: "best way to shoot a wall down is to target the adjacent turret".
DONE!
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted April 03, 2006 12:56 PM |
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Quote: 45. Without the help of me and all the others here, you wouldn't even know what is in outside garrison!
Even if it is refered to the tavern, i would mention the word "tavern".
Quote: 48. If you choose a warrior with ballistics or first aid, don't expect him to have 2 level creatures.
....when u buy him in tavern...
Quote: 55. Don't worry if you can't have a particular secondary skill - find a good scholar or a witch hut!
Not clear enough in my eyes
Quote: 57. Necromancers also rise skeleton warriors, but only when all 7 spaces are full and only 2/3 of the normal quantity.
...and if none of the 7 stacks are normal skeletons.
Quote: 63. My friend, Labetha, told me about her battle. No matter how hard she tried to cast magic mines, fire walls and force fields, her opponent removed them with a spell "remove obstacle". This spell, however, cannot remove castle walls or any obstacles that go across the field.
Way too long, and not sure if i read the last part correct (cannot remove...any obstacles that go across the field), but what does it mean?
Quote: 64. Flying allows you not to put your feet on the cold snow or hot sand, but you still can easily travel on the road.
Not clear enough..
Quote: 65. A catapult can deal 0, 1 or 2 damage to the walls, which have 2hitpoints. I knew a fool once, who had archery, offence and high attack. Nothing of that influenced his catapult. Only ballistics can change it.
too long..
Quote: 68. You cannot avoid damage dealt by moat.....
Not true. Remember all creature who have the spell casting ability can cast a spell while staying in a moat without recieving damage
And as i mentioned, No.2 IS in the manual.
No. 5 is pretty logical, they do it to force the shooter to deal melee (and therefor lesser) damage. So this shouldn´t be mentioned either.
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Better judged by 12 than carried by 6.
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supersonic
Famous Hero
being digested. E=mc^2, s=vt
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posted April 03, 2006 02:18 PM |
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Quote:
Quote: 45. Without the help of me and all the others here, you wouldn't even know what is in outside garrison!
Even if it is refered to the tavern, i would mention the word "tavern".
Quote: 48. If you choose a warrior with ballistics or first aid, don't expect him to have 2 level creatures.
....when u buy him in tavern...
Quote: 55. Don't worry if you can't have a particular secondary skill - find a good scholar or a witch hut!
Not clear enough in my eyes
Quote: 57. Necromancers also rise skeleton warriors, but only when all 7 spaces are full and only 2/3 of the normal quantity.
...and if none of the 7 stacks are normal skeletons.
Quote: 63. My friend, Labetha, told me about her battle. No matter how hard she tried to cast magic mines, fire walls and force fields, her opponent removed them with a spell "remove obstacle". This spell, however, cannot remove castle walls or any obstacles that go across the field.
Way too long, and not sure if i read the last part correct (cannot remove...any obstacles that go across the field), but what does it mean?
Quote: 64. Flying allows you not to put your feet on the cold snow or hot sand, but you still can easily travel on the road.
Not clear enough..
Quote: 65. A catapult can deal 0, 1 or 2 damage to the walls, which have 2hitpoints. I knew a fool once, who had archery, offence and high attack. Nothing of that influenced his catapult. Only ballistics can change it.
too long..
Okay:
45. Without the help of this tavern you wouldn't even know what is in outside garrison!
48. If you choose a warrior with ballistics or first aid, don't expect him to have 2 level creatures when u hire him.
55. If you can't have a particular secondary skill, because of your hero class, only a good scholar or a witch hut may help you.
57. Necromancers also rise skeleton warriors, but only when all 7 spaces are full with non-skeletons and only 2/3 of the normal quantity.
Somebody rephrase 63. I give up.
64. Flying allows you to ignore terrain penalties but you can still benefit because of the road.
Rephrase 65. I give up.
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FireSpirit
Famous Hero
with warm hands
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posted April 03, 2006 03:57 PM |
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How about this?
63. My friend, Labetha, told me told me she once faced a hero who cancelled all her Land Mines, Force Fields and Fire Walls with Remove Obstacle! Luckily, the spell didn't destroy the hugest obstacles.
I think the end should be left a bit vague, because everyone can test it shortly if they are interested. (Maybe it should be completely left out, because the main point is that it cancels the spells). It's not a big deal anyway .
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted April 03, 2006 08:08 PM |
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Thread is cleaned from all off-topic posts, bashing posts, "being pissed" posts, and non contributing posts.
Took the chance to read all rumours again, and wondered about No.100.
Here is what it says in the manual / editor:
Quote: Spirit of Oppression
Class: Treasure.
This item negates all morale bonuses during combat for both you and your opponent.
A bonus is always something positiv, nothing negative. So it´s pretty clear it doesn´t affect negative moral.
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Better judged by 12 than carried by 6.
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supersonic
Famous Hero
being digested. E=mc^2, s=vt
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posted April 03, 2006 08:51 PM |
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Checked it angelito. With spirit of oppresion all my castle creatures in a town with tavern (should have +2 morale, for tavern and for all castle crit) and they had no morale. Then I recruited a hero with a skeleton (that should give me 0 in total) and then one with gnolls. I combined the armies and it turned out that thay had negative morale, even though I had spirit. So only bonuses. Bonuses. Bonuses...
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Binabik
Responsible
Legendary Hero
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posted April 03, 2006 10:05 PM |
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2 Xarfax specifically said he wanted to keep this one. In a general statement he said not to delete any of the others unless they were proven wrong.
Here's the list of all 118. These are the non-tavern style. This complete list has not been posted yet.
I have RL things to do today. I'll compile the tavern style list later today and post what's been done so far. ("later today" means tomorrow GMT time) I'll also be making some corrections and adding the credits.
I stress again there are still a few I'm not convinced are accurate and consistent. I'll run tests on those myself.
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1. Cavaliers/Champions "charging" bonus does NOT work on Pikemen/Halberdiers. (Xarfax the Ruthless)
2. Use space bar to re-visit locations without moving away and back again. (example: 2-way teleport) (Consis the Knight)
3. If there is no terrain penalty, the distance a hero travels depends on the creature's speed and artifacts at the beginning of the day, not on changes after the day starts. (Binabik the Barbarian)
4. Fights inside a mine (gold, crystal, abandoned-trogs) will have subterranean battle terrain. (Consis the Knight)
5. Neutral or AI-controlled Harpy Hags often fly next to shooters, especially ballista or catapults, without attacking them. (Lord Zx the Zx)
6. If you cast clone and there is no space to put the clone stack, they will not appear and the original stack will disappear. (Medusa Queen Shiva)
7. Using the "A" key (autocombat) during the tactics phase will move the stacks one step further. (Xarfax the Ruthless).
8. Ballista have endless shots. (Angelito the wise Wizard)
9. Even if they only have 1 shot left at the start, Marksmen and Grand Elves can shoot twice in a round. (Angelito the wise Wizard)
10. Even if you cant see it, the Ammo Cart works in utopias. (Angelito the wise Wizard)
11 Armor of the Damned does NOT cast disrupting ray like the Map Editor says. (Angelito the wise Wizard)
12. The badge of courage also makes your troops immune to all mind spells such as blind, hypnotize and sorrow. (Mike the Angel)
13. With the Sea Captain`s Hat you can summon boats even if you don't have the spell. (Xarfax the Ruthless)
14. Master Genies cast with spell power 5 on advanced level. (Xarfax the Ruthless)
15. Creatures in external dwellings still grow on plague months. (Mike the Angel)
16. Faerie Dragons cast with spell power 5 on advanced level. (Angelito the wise Wizard)
17. Town Portal doesn’t work while hero is in a boat, but Dimension Door will move you to another water location. (Angelito the wise Wizard)
18. If you have a tome or a spell scroll u can cast high level spells without Wisdom. (Angelito the wise Wizard)
19. The Artifacts a seer ask you to bring, will only show up once on the map (no duplicates). (Angelito the wise Wizard)
20. Distance traveled by boat is not affected by creature speed, and will be 15 tiles unless you have Navigation or artifacts. (Binabik the Barbarian)
21. Efreet Sultan fire shield even works against Black Dragons. (Consis the Knight)
22. Nomads can guide you through desert without penalties even if your army is not native. (Consis the Knight)
23. The Orb of Tempestuous Fire works on the Tower magic mines. (Consis the Knight)
24. All Gargoyles, Golems and Elementals are not alive and cant be resurrected or sacrificed. (The Fire Spirit).
25. All new, non-upgrade buildings give 2-3 additional damage to the main tower and approximately half that to lower towers. (Xarfax the Ruthless)
26. Artillery and Archery increase the damage of a ballista. Offense does not. (Xarfax the Ruthless)
27. The orb of vulnerability does not negate the resistance of unicorns. (Xarfax the Ruthless)
28. Magic Plains affect all creatures spells also. Except the dragon Fly Dispel (Consis the Knight)
29. The Familiar's special can add spell points above the Heroe’s maximum (Consis the Knight)
30. If you have a spell scroll you can cast map spells like air view, earth view, town portal, fly, dimension door and visions even without a spell book. (Maretti the Black Dragon)
31. Scorpicore's paralyze is a level 4 magic ability. (a Zsa).
32. Ghost's Dragon aging attack behaves like a level 5 spell. (a Zsa)
33. Solmyrs special has almost no additional damage if cast on Level 7 creatures. (Xarfax the Ruthless)
34. The Ancients Behemoths special only works at the time they attack. (Xarfax the Ruthless)
35. If you place a Silver Pegasi in front of a berserked Green Dragon, the berserked Green Dragon wont move any longer. (Xarfax the Ruthless)
36. Creature spells won't work on cursed ground, even if Level 1 spells. (Xarfax the Ruthless)
37. Native Land gives +1 speed, +1 attack and +1 defense to native creatures, but gives no moral or luck bonuses. (Xarfax the Ruthless)
38. One Archangel resurrects 100 Health points, one Pit Lord summons 50 Health points. (Rioting Tigris)
39. When the attacker places a unit in front of the castle gate, and that unit gets killed, the gate will forever remain shut until it gets destroyed by the catapult. (Rioting Tigris)
40. A trading post offers the same trading ratio as 5 marketplaces. (Rioting Tigris)
41. Deleted
42. If you wait with Faerie Dragons, their spell may change. (King Vlaad IV. the Impaler)
43. Harpies attacking dendroids will get bound to ground forever, after they have returned to their original position. (a Greek god)
44. Armorer skill and Air Shield increase the damage you receive from the castle's towers, instead of reducing. (Black Eyed Russ).
45. Without a Tavern you cant see what is in an outside garrison. (Xarfax the Ruthless)
46. Catapults are immune to implosion but not to magic arrow and other damage spells. (Xarfax the Ruthless)
47. A hero without creatures will disappear as soon as he gets attacked. (Angelito the wise Wizard)
48. Ballistics and First Aid specialists never start with level 2 creatures, regardless of whether they actually have the war machine or not. (Angelito the wise Wizard)
49. Each Mighty Gorgon in a stack has a 10% chance of Death stare, but Death stare only happens 1 time per 10 Mighty Gorgons. (Xarfax the Ruthless)
50. If you are wearing the Angelic Alliance and the Orb of Inhibition is present in battle, Expert Prayer will still be cast. (Lord Kru)
51. Even with slower creatures, Ballistics will let you cast first in a siege, unless your opponent has the artillery skill. (Black Eyed Russ)
52. Dig hole along the coast, and no boat can land there. (King Vlaad IV. the Impaler)
53. Hypnotized Hydras will only attack your opponent's creatures, even if your creatures stand next to them. (Black Eyed Russ)
54. Shooters standing next to a hypnotized or berserked Creature of your army, will still be able to shoot. (Black Eyed Russ)
55. Scholars and Witch Huts can give Secondary Skills a Hero Class normally cant have. (The Legendary Skel).
56. Dragons and Hydras will be turned into Bone Dragons by the skel transformer, Skeleton Warriors, Bone and Ghost Dragons into Skeletons. (The Legendary Skel)
57. If all your slots are full with other creatures you cant raise Skeletons. If you have Skeleton Warriors, you will get 2/3 Skeleton Warriors of the original amount. (The Legendary Skel)
58. Deleted
59. Mages make casting easier even if they are already dead. Pegasi makes it harder to cast even if they are already dead. (The Legendary Skel).
60. Once you fill your mana to maximum, you can remove knowledge artifacts without losing mana. (The Legendary Skel)
61. Expert Dispel will remove the Tower's magic mines. (The Legendary Skel)
62. With expert Water, Remove Obstacle can detect land mines and quicksand by hovering, then canceling the spell without actually casting it. (Xarfax the Ruthless)
63. With Remove Obstacles you can destroy land mines, magic mines, fire wall and force fields. But you cant remove Walls or obstacles that cross the field. (Xarfax the Ruthless)
64. If you fly you don’t get terrain penalties, but the roads will still make you faster. (Xarfax the Ruthless)
65. Damage done by Catapult is 0, 1 or 2 and is only influenced by Ballistics, not Attack, Archery skill, etc. Walls have 2 damage points. (Xarfax the Ruthless)
66. "Hot" type of moats make 90 damage, the others only 70. (Xarfax the Ruthless)
67. You take only damage when you go into or stay in a moat, not when you leave it. (Xarfax the Ruthless)
68. Except for Tower's Land Mines, moat damage can not be avoided by magic spells, resistance, or spell immunity. (Xarfax the Ruthless)
69. Magic mines don’t work if you have 100% resistance, immunity or the recanters cloak with you. But they still explode if you have the Orb of Inhibtion. (Xarfax the Ruthless)
70. The best way to shoot a wall down is to target the adjacent turret. (Xarfax the Ruthless)
71. Loynis' special gives an additional +3 speed to level 1-2, +2 speed to Level 3-4, +1 speed to level 5-6 and no speed to level l7. (Xarfax the Ruthless)
72. Magic Arrow belongs to all magic schools. Any magic orb will increase its damage, and any Protection From magic spell will reduce its damage. (Xarfax the Ruthless)
73. Terek's special gives an additional +3 speed to level 1-2, +2 speed to level 3-4, +1 speed to level 5-6 and no speed to level 7. (Xarfax the Ruthless)
74. Ghost Dragons can make Utopia Dragons freeze by negative moral, as they are already mixed alignments. (Andi the Angelslayer).
75. Duplicate Legion artifacts give only one bonus per hero, but if you split them between a visiting and garrisoned hero it doubles the effect. (Master Djive)
76. If Thorgrim has 100% resistance only dispel works on his creatures. (Hero Commando)
77. Each Diplomacy Level lets you enter the Library 2 Levels earlier. (Haile the Jugger)
78. If you attack a special building, but turn down the fight, you can see the guard size by right clicking on it. (Andi the Angelslayer).
79. Health arties help to increase demon farming. (Devil Destro)
80. Bezerked Dendroids bind each other forever. (a WubTreant)
81. Sieging Creatures can't open the Gate Door, same as hypnotized creatures cant. (Xarfax the Ruthless)
82. If the Dendroid Soldiers stack is too strong, you can unbind your troops by teleporting them away. (Xarfax the Ruthless)
83. Earthquake randomly does up to 1 damage per wall, but only hits a wall 1 time per cast (the Legendary Skel).
84. Unlike Clones, Summoned Creatures wont disappear on the battlefield when all allied creatures are dead. (the Legendary Skel)
85. You can use the specialties of cloned or hypnotized creatures. (the Legendary Skel).
86. If dispelled, mass Counterstrike will still work when attacked in the same round. (Conan the Barbar).
87. Windmills give all types of resources except wood and gold. (King Vlaad IV).
88. If you don’t win a fight having the Grail in the backpack, the Grail is lost forever (King Vlaad IV).
89. Once cast, Disrupting Ray cannot be removed with Cure, Dispel or Antimagic, but Antimagic will prevent it from being cast. (King Vlaad IV).
90. Magogs Fireball is not Magic, so there is no Immunity or Resistance against it. (Super Evil Sonic Eye).
91. Creatures in a moat take 10% extra damage if attacked.(Binabik the Barbarian)
92. Wondering creatures grow by 10% per week. If a pack turns into lots you can expect 20 to 21 creatures. (Binabik the Barbarian)
93. You can have more then 3 positive or negative Moral Bonus, but the net effect will max out at 3. (a Zsa)
94. Deleted
95. Hypnotize takes away all creature and artifact immunities. (Xarfax the Ruthless).
96. If you cast a negative area spell, check if the creature is blue outlined, otherwise the spell doesn’t work. (Xarfax the Ruthless).
97. Having Rogues in your army will act like a permanent vision spell with 1 spell power and expert school of magic. (a Zsa)
98. Anti-Magic is effective against the special abilities of zombie, unicorn, thunderbird, and mummy, but not against efreet, dendroid, ghost dragon, medusa, scorpicore, basilisk and monarch.(Binabik the Barbarian)
99. Archangels, Archdevils and Ghost Dragons influence Moral or Luck on the battlefield even after they are dead. (the Legendary Skel)
100. Spirit of oppression sets morale to zero if it's positive, but will have no effect if it's negative. (Sharpshooter Csarmi).
101. On the beach, no one has native terrain bonus. (Consis the Knight)
102. Even stone gazed creatures can get morale. (Dimis)
103. A battle in the underground always takes place on the subterranean terrain, no matter what terrain shows on the adventure map. (King Vlaad IV. the Impaler)
104. Siege battles are always fought on the town's native terrain (even if the siege takes place in the underground!). (King Vlaad IV. the Impaler)
105. If the attacker’s Attack skill is lower than defender's Defense skill, then damage is reduced by 2,5% per point of difference not 2%. (Sharpshooter Csarmi and Dimis)
106. If a unit casts a spell or gets bad morale while in a moat, they will not take moat damage. (Angelito the wise Wizard)
107. Each lighthouse adds +5 to boat travel, but doesn't work until the next day after being flagged. (Binabik the Barbarian)
108. Travel through whirlpools loses half your weakest stack, so your best protection is a stack of two level 1 units. (Consis the Knight)
109. Halflings can never have less than +1 Luck, even if Misfortune is cast, unless the Hourglass is present. (Titanic William)
110. Minotaur Kings can never have less than +1 Morale, even with mixed town types or if Sorrow is cast, unless Spirit of Oppression is present. (Binabik the Barbarian)
111. The Wyvern Monarch's Poison acts like Ghost Dragon Aging, only it ages 10% per turn up to a maximum 50%. (a Zsa)
112. Cloned shooters will have a full supply of amunition. (the Evil Warrior)
113. The price at in-town Artifact Merchants decrease with each market you have. (Binabik the Barbarian)
114. The price at a Black Market is the same as in-house Merchant with 5 markets (1/2 price) (Binabik the Barbarian)
115. Psychic Elementals do half damage to creatures with either mind spell or level 5 spell immunity. (Sharpshooter Csarmi)
116. Magic Elementals do half damage to creatures with level 5 spell immunity. (Sharpshooter Csarmi)
117. Air, Earth, Fire and Water elementals do double damage to elementals from the opposite magic school. (Sharpshooter Csarmi)
118. A creature has twice the chance to freeze from negative morale as attacking again with positive morale. (Sharpshooter Csarmi)
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Binabik
Responsible
Legendary Hero
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posted April 04, 2006 11:06 AM |
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1. The Pikemen's weapon allows them to resist cavalier's powerful charge. (Xarfax the Ruthless)
2. A bright hero discovered that by pressing the space button, you revisit your location! (Consis the Knight)
3. The speed of a hero is determined by his slowest creature in the morning, not during the day! (Binabik the Barbarian)
4. In mines, dungeon heroes will have the advantage, because mines are treated like subterranean! (Consis the Knight)
5. I saw a harpy flying next to an archer, but not attacking him. (Lord Zx the Zx)
6. While directing a battle from his bathtub, a man named Archimedes once exclaimed "WTF!" after trying to clone a completely surrounded monster and it disappeared after the fight. (Medusa Queen Shiva)
7. A good tactician always remembers that pressing the "autocombat" key during tactic phase will move his monsters one step further! (Xarfax the Ruthless)
8. I heard that ballistae never run out of shots. (Angelito the wise Wizard)
9. Marksmen and grand elves are smart, they can shoot twice, even with one shot remaining! (Angelito the wise Wizard)
10. Once I fought for a powerful hero in a dragon utopia. I had unlimited shots, even though I couldn't see the ammo cart anywhere! (Angelito the wise Wizard)
11. Armor of the damned will not provide your hero with the disrupting ray, even though some authorities state so. (Angelito the wise Wizard)
12. Sir Christian told me his badge of courage gave all his troops mind spell immunity. (Mike the Angel)
13. Sea captain's hat is a powerful artifact that will enable you to summon boats even if you didn't know how to do it before! (Xarfax the Ruthless)
14. Every master genie is a powerful wizard with spell power 5, and casts all spells on advanced level. (Xarfax the Ruthless)
15. Monsters in external dwellings are shielded from plague. (Mike the Angel)
16. Faerie Dragons are mighty warlocks, each one casts their spell with spell power 5, on advanced level. (Angelito the wise Wizard)
17. You won't move in water by casting town portal. Dimension door, however, can put your boat elsewhere. (Angelito the wise Wizard)
18. Tomes or spell scrolls can be used by heroes, even those who lack wisdom! (Angelito the wise Wizard)
19. A seer will always ask you for a unique artifact. There are no copies anywhere! (Angelito the wise Wizard)
20. In a boat, you will travel 15 tiles, no matter if you have a fast monster, or a walking dead. Only navigation and artifacts can improve it. (Binabik the Barbarian)
21. A black dragon is pitiful against efreet sultan's fire shield. (Consis the Knight)
22. Of course native creatures have no movement penalties on their native terrain, but did you know that nomads can take you through the desert? (Consis the Knight)
23. The Orb of Tempestuous Fire is a great artifact for Tower, because it increases the damage of the land mines. (Consis the Knight)
24. Gargoyles, golems and elementals do not live. Don't bother to sacrifice or resurrect them. (The Fire Spirit)
25. Remember to renovate your towns. Every new, non-upgrade building increases the damage of the main tower by 2-3, and the damage of rear towers by 1-2. (Xarfax the Ruthless)
26. Crag Hack with expert offense won't increase the damage of ballista. But Orrin with expert archery will. (Xarfax the Ruthless)
27. Even though it is powerful, the orb of vulnerability won't break the resistance given by unicorns. (Xarfax the Ruthless)
28. On the magic plains even creatures cast their spells on expert level! The only exception is dragonflies' dispel. (Consis the Knight)
29. Foul creatures, familiars, can give your hero more spell points than he normally could have! (Consis the Knight)
30. Did you know that adventure map spells can be cast from scrolls even without a spellbook? (Maretti the Black Dragon)
31. Scorpicores can paralyze your creatures as though a mage has just cast a 4 level spell. (a Zsa)
32. Ghost Dragons can age your creatures as though a mage has just cast a 5 level spell. (a Zsa)
33. Solmyr is my good friend. He just told me his Chain lightning did very little additional damage to 7 level creatures! (Xarfax the Ruthless)
34. Ancient Behemoths can crush your defense, but only when they attack. Keep that in mind! (Xarfax the Ruthless)
35. A silver pegasi placed in front of a berserked gold dragon will confuse it, causing it to do nothing. (Xarfax the Ruthless)
36. Don't bother to put powerful creature spellcasters on cursed ground - no one has ever seen a creature spell work there yet. (Xarfax the Ruthless)
37. Even though you have higher speed, attack and defense on your native terrain, your creatures will have the same happiness and luck! (Xarfax the Ruthless)
38. My friend has just told me that an archangel can resurrect 100 hit points! He also told me that one pit lord can summon up to 50 hit points. (Rioting Tigris)
39. You can't put the gate up again after something has fallen dead on it. (Rioting Tigris)
40. Rogues told me the prices at a trading post are as good as 5 market places! (Rioting Tigris)
42. Faerie Dragons are a lottery - if you make them wait, they might completely change the spell they are casting! (King Vlaad IV. the Impaler)
43. Dendroids are smart - they know that a harpy returns to its place, so they send the vines there to bound the harpy forever! (a Greek god)
44. A strange dark magic causes arrow towers to damage creatures even more if they have armourer or airshield. (Black Eyed Russ)
45. Without a tavern, you can't see what creatures inhabit an outside garrison! (Xarfax the Ruthless)
46. You can't implode a catapult, but don't worry! Other damage spells should work on it. (Xarfax the Ruthless)
47. A mourning hero who has lost all his creatures, will disappear as soon as he gets attacked! (Angelito the wise Wizard)
48. If you buy a warrior with ballistics or first aid specialty, don't expect him to have level 2 creatures. (Angelito the wise Wizard)
49. Each Mighty Gorgon has a 10% chance to kill with it's Death Stare. But don't expect more than one kill for every ten of them. (Xarfax the Ruthless)
50. Angellic alliance will allow you to cast expert prayer, even if the red orb is brought into play. (Lord Kru)
51. Even with the slowest creature, ballistics will allow you to cast first spell in a siege, unless your opponent has artillery. (Black Eyed Russ)
52. Dig holes along the coast and no boat can land there. (King Vlaad IV. the Impaler)
53. Hypnotized hydras are smart enough to avoid hitting friendly creatures. (Black Eyed Russ)
54. My dear friend Astral told me that even if you hypnotize a creature and tell it to stand next to a shooter, the shooter won't notice and fire anyway. (Black Eyed Russ)
55. If your hero class can't learn a certain skill by natural means, maybe a Scholar or Witch Hut can help. (The Legendary Skel)
56. Dragons and Hydras, powerful creatures, will be turned into bone dragons, slaves of the undead, by the skeleton transformer. (The Legendary Skel)
57. Necromancers also raise Skeleton Warriors if there is no room for normal skeletons, but they will only raise 2/3 as many. (The Legendary Skel)
59. Even if you kill your opponent's Tower Mage, your enemy will still suffer less drain of mana. (The Legendary Skel)
60. Once you restore all your mana, the fuel of wizards, you can remove knowledge artifacts without loss of spell points. (The Legendary Skel)
61. When fighting against tower, ensure to have expert dispel, my lord. It will destroy all land mines. (The Legendary Skel)
62. I saw a neat trick by an expert water mage using Remove Obstacle. She began the spell and probed for mines, then canceled it to save on mana for more important things. (Xarfax the Ruthless)
63. With Remove Obstacles you can destroy land mines, fire walls and force fields. But you can't remove Walls or obstacles that cross the field. (Xarfax the Ruthless)
64. Flying allows you to avoid terrain penalties, but did you know a road still increases flying distance? (Xarfax the Ruthless)
65. A catapult can deal 0-2 damage to the walls, which have 2 hitpoints each. Ballistics improves the chance of doing higher damage, but no other skill helps. (Xarfax the Ruthless)
66. An fire-hot type of moat will deal 90 points of damage, while others will deal 70. (Xarfax the Ruthless)
67. You only take damage when you go into or stay in a moat. Not when you leave it. (Xarfax the Ruthless)
68. Except for Tower's Land Mines, moat damage can not be avoided by magic spells, resistance, or spell immunity. (Xarfax the Ruthless)
69. My dearest friend, Thorgrim, told me that with his 100% resistance, mines exploded, but dealt no damage. Red orb was present on the battlefield too. (Xarfax the Ruthless)
70. A wise man once said: "best way to shoot a wall down is to target the adjacent turret". (Xarfax the Ruthless)
71. According to Loynis, his specialty gives an additional +3 speed to level 1-2, +2 speed to Level 3-4, +1 speed to level 5-6, but no additional speed to level l7. (Xarfax the Ruthless)
72. Mages from all magic schools learn Magic Arrow. So any magic orb will increase its damage, and any Magic Protection spell will reduce its damage. (Xarfax the Ruthless)
73. Terek claims his specialty gives an additional +3 speed to level 1-2, +2 speed to level 3-4, +1 speed to level 5-6 and no additional speed to level 7. (Xarfax the Ruthless)
74. In a Utopia, the dragons already have mixed alignment, so bringing a Ghost Dragon inside can cause them to freeze up. (Andi the Angelslayer)
75. A friend once tried to double creature growth by carrying two Legs of Legion, but it didn't work. He loaned one to a friend one night and, sure enough, twice the growth. (Master Djive)
76. A mage tried casting spells on Thorgrim's creatures with 100% magic resistance and dispel was the only one that worked. (Hero Commando)
77. Did you know each level of Diplomacy lets your hero enter the Library two levels earlier? (Haile the Jugger)
78. If you attack a Naga Bank, but chicken out and don't go inside, you can see the number of Nagas by right clicking on it. (Andi the Angelslayer)
79. Pit Lords can raise more Demons when health artifacts are used. (Devil Destro)
80. I once saw two beserked Dendroids attack each other. After the spell wore off, neither one could move. (a WubTreant)
81. During a siege, Hypnotized creature will only do so much, like they won't open the gate for you. (Xarfax the Ruthless)
82. I once fought Ryland and his Dendroids had me so tied up I had to teleport away. (Xarfax the Ruthless)
83. The Earthquake spell is a nice way to get inside a castle, but it will never knock down a wall with one casting. (The Legendary Skel)
84. When all your allied creature are dead, your clones will disappear, but summoned creatures will keep fighting to the end. (The Legendary Skel)
85. One nice thing about cloning or hypnotizing creatures with special abilities, their specials still work. (The Legendary Skel)
86. Funny thing about Mass Counterstrike, even if dispelled it will continue to work until the end of the round. (Conan the Barbarian)
87. Windmills are a good way to gather any resource except wood and gold. (King Vlaad IV. the Impaler)
88. It's best not to carry the Grail into a fight. If you lose it will be lost forever. (King Vlaad IV. the Impaler)
89. Disrupting Ray is a nasty spell and nothing can remove it, but Antimagic will prevent it from being cast in the first place. (King Vlaad IV. the Impaler)
90. Magogs are not magical creatures, so no amount of immunity or resistance is protection from it's fireball. (Super Evil Sonic Eye)
91. Be careful leaving your creatures in a moat, they will take 10% more damage when attacked. (Binabik the Barbarian)
92. Wondering creatures tend to breed a lot, I've heard it's 10% each week. (Binabik the Barbarian)
93. A knight claimed you could actually have more than +3 morale. He says he knows this because if something causes it to drop, he can still have +3 morale. Same with negative morale. (a Zsa)
95. Astral told me when creatures have spell immunity from artifacts, his Hypnosis cancels the immunity. (Xarfax the Ruthless)
96. A mage informed me he always knows which creatures his area spells will affect because he sees a blue halo around the targets. (Xarfax the Ruthless)
97. Rogues are good at picking their victims. Having them in your army is like having an expert Vision spell with 1 spell power. (a Zsa)
98. Antimagic is highly effective against the abilities of Zombies, Unicorns, Thunderbirds and Mummies. (Binabik the Barbarian)
99. If your Archangels, Archdevils or Ghost Dragons die in battle, their morale and luck effects remain. (The Legendary Skel)
100. The Spirit of Oppression does wonders to keep the enemy from attacking again from high morale, but does nothing if their morale is negative. (Sharpshooter Csarmi)
101. Generals always try to gain an advantage by fighting on their own terrain, but for a fair fight, the beach is best, it's neutral ground. (Consis the Knight)
102. I once saw a creature turned to stone by a Medusa get high morale, but couldn't move the second time either. (Dimis)
103. Odd thing about the underground. It can have any type of terrain, but battles always take place on subterranean. (King Vlaad IV. the Impaler)
104. The defender in a siege not only has the advantage of castle walls, but also fights on the towns native terrain. (King Vlaad IV. the Impaler)
105. I was reading a manual on battle tactics which claimed damage is reduced by 2% for each point attack is less than defense. But it's really 2-1/2%. (Sharpshooter Csarmi and Dimis)
106. I saw the strangest thing the other day. A creature in a moat froze from bad morale and didn't take any damage. Same thing happened when a creature cast a spell. (Angelito the wise Wizard)
107. Boats at sea gain 5 more movement for each lighthouse owned. But be warned, you can't take advantage of it until the day after taking ownership. (Binabik the Barbarian)
108. Whirlpools will claim the lives of half your weakest unit. So if you only have a couple of them you won't lose much. (Consis the Knight)
109. Never play cards with a Halfling. I've never seen one with less than +1 Luck, unless of course the Hourglass is equipped. (Titanic William)
110. Minotaur Kings are always in a good mood, they always have at least +1 Morale no matter how bad the situation. They don't seem to like the Spirit of Oppression though. (Binabik the Barbarian)
111. Wyvern Monarchs are nasty creatures. They not only poison their victims, but age them as well - like 10% each turn up to half their health. (a Zsa)
112. If your elves run out of shots, try cloning them for a resupply. (the Evil Warrior)
113. If you are looking for a good deal at the Artifacts Merchant in your town, try waiting until you have more markets. (Binabik the Barbarian)
114. The vendors at the Black Market are a little shady, but they have good prices. About the same as the Merchant in town when you own five markets. (Binabik the Barbarian)
115. I don't trust Psychic Elementals and their level 5 mind spells. At least they only do half damage if you have mind spell immunity. (Sharpshooter Csarmi)
116. The magic attack of a Magic Elemental is so strong, the Black Dragon is the only creature who can reduce it by half. (Sharpshooter Csarmi)
117. Somehow Elementals from the four schools of magic seem to get along in the same town, but on the battlefield they will do twice as much damage to the opposing school. (Sharpshooter Csarmi)
118. In the book "Psychology of Morale" by Saurug Fraud, he states that its twice as likely for a creature with low phallic, I mean morale, to be unable to perform as, it is for a creature with hard, I mean high, morale to perform twice. He suggests using the artifact Vile of Viagrus ( +20 cm ) to correct this devastating condition.
119. Even if you kill your opponent's silver pegasi, you will still have to pay more to cast spells. (The Legendary Skel)
120. If you see a pack of creatures one week, and lots the next, you know there are 20-21 of them. (Xarfax the Ruthless)
121. The abilities of Efreets, Dendroids, Ghost Dragons, Medusa, Scorpicore, Basilisk and Wyvern Monarchs are so powerful, not even Antimagic will stop it. (Binabik the Barbarian)
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FireSpirit
Famous Hero
with warm hands
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posted April 04, 2006 01:57 PM |
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116. Shouldn't Magic Elementals reduce their own kind's damage as well?
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supersonic
Famous Hero
being digested. E=mc^2, s=vt
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posted April 04, 2006 02:15 PM |
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@Fire spirit: it is not pokemon
@Binabik: Vile of viagrus? anyway, this one is too long and too complicated. Vile of viagrus...
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csarmi
Supreme Hero
gets back
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posted April 04, 2006 07:08 PM |
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Edited by csarmi on 4 Apr 2006
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31-60 corrected by me
I left some unchanged.
31. Have you heard that scorpicores can paralyze your creatures? Wizards say this ability is as powerful, as their level 4 spells!
32. Did you know that ghost dragons can age their enemies? I heard that only the most powerful magi are capable of casting spells like this.
33. Solmyr is my good friend. The other day he complained to me that his special lightning spell he is so proud of does only little extra damage to to level 7 creatures!
34. I would leave 34 out entirely. It's also misleading...
35. A silver pegasi placed in front of a berserked gold dragon will confuse it, causing it to do nothing.
36. Don't bother to put powerful creature spellcasters on cursed ground - no one has ever seen a creature spell work there yet. (Xarfax the Ruthless)
37. Even though you have higher speed, attack and defense on your native terrain, your creatures will have the same happiness and luck! (Xarfax the Ruthless)
38. My friend has just told me that an archangel can resurrect 100 hit points, twice as many as Pit Lords can summon. (Rioting Tigris)
39. You can't put the gate up again after something has fallen dead on it. (Rioting Tigris)
40. Check out the trading post nearby, as a special offer, you will get such prices as if you had 5 marketplaces. Just mention my name! (Rioting Tigris)
42. Faerie Dragons are a lottery - if you make them wait, they might completely change the spell they are casting! (King Vlaad IV. the Impaler)
43. Dendroids are smart - they know that a harpy returns to its place, so they send the vines there to bound the harpy forever! (a Greek god)
44. A strange dark magic causes arrow towers to damage creatures even more if they have armourer or airshield. (Black Eyed Russ)
45. Without a tavern, you can't see what creatures inhabit an outside garrison! (Xarfax the Ruthless)
46. You can't implode a catapult, but don't worry! Other damage spells should work on it. (Xarfax the Ruthless)
47. A mourning hero who has lost all his creatures, will disappear as soon as he gets attacked! (Angelito the wise Wizard)
48. If you buy a warrior with ballistics or first aid specialty, don't expect him to have level 2 creatures. (Angelito the wise Wizard)
49. Each Mighty Gorgon has a 10% chance to kill with it's Death Stare. But don't expect more than one kill for every ten of them. (Xarfax the Ruthless)
50. Angellic alliance will allow you to cast expert prayer, even if the red orb is brought into play. (Lord Kru)
51. Even with the slowest creature, ballistics will allow you to cast first spell in a siege, unless your opponent has artillery. (Black Eyed Russ)
52. Dig holes along the coast and no boat can land there. (King Vlaad IV. the Impaler)
53. Hypnotized hydras are smart enough to avoid hitting friendly creatures. (Black Eyed Russ)
54. My dear friend Astral told me that if you hypnotize a creature and tell it to stand next to a shooter, the shooter won't notice and fire anyway. (Black Eyed Russ)
55. If your hero class can't learn a certain skill by natural means, maybe a Scholar or Witch Hut can help. (The Legendary Skel)
56. Dragons and Hydras are so powerful that they can be turned into bone dragons, slaves of the undead, by the skeleton transformer. (The Legendary Skel)
57. Necromancers also raise Skeleton Warriors if there is no room for normal skeletons, but they will only raise 2/3 as many. (The Legendary Skel) ---- only if you already have skel warriors in your ranks!
59. Even if you kill your opponent's magi, your enemy will still suffer less drain of mana. (The Legendary Skel)
60. Once you restore all your mana, you can remove knowledge artifacts without loss of spell points. (The Legendary Skel)
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Quote: 116. Shouldn't Magic Elementals reduce their own kind's damage as well?
Actually, they do. I don't like the new versions of my post anyway, but this one is completely misleading as well.
Magic Elementals have magic attack, ergo magic immune creatures take half damage.
Psychich Elementals have mind attack, ergo creatures immune to mind spells take half damage. That's all to it.
My last one (about negative morale having double attack) is a bit unclear too
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LegendMaker
Promising
Famous Hero
The Metal Specialist
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posted April 04, 2006 10:11 PM |
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Tightening the Screws just a tiny bit… :)
Morale and Luck
Check out Page 27 of the main Manual : it clearly says that there is no such thing as Bad Luck. Also, if you check the symbols and commentaries, it implies rather clearly that the caps are +3 and -3 for Morale, and +3 and 0 for Luck. “Nothing new about it then” ?
1. to 5. are okay as is. Some useful details got dumped in the rewording, but on the other hand it sounds more “rumorous” this way, and these are still good hints. Quote: 6. While directing a battle from his bathtub, a man named Archimedes once exclaimed "WTF!" after trying to clone a completely surrounded monster and it disappeared after the fight. (Medusa Queen Shiva)
I’m really disappointed by that one going back to its original INACCURATE form. If you peeps won’t believe my words, then maybe you will bother to explain me these few pics ?
(This here champ was casted Clone at while he was completely surrounded. No clone appeared and nothing APPARENTLY happened.)
(Then the opponent’s Green Drag attacked the champ in question. I’ve made the screen cap as fast as possible. Put your glasses on, you should see that the CHAMP DISAPPEARED JUST LIKE HE WAS A CLONE ! )
The unit you tried to clone and thought you couldn’t because there was “no space for the clone to appear”, THAT unit BECOMES its own clone.
DURING the battle, said unit WILL DISAPPEAR if attacked just like any clone would. There will be no cadaver on the floor, as you can see. And the fight WILL go on after that.
As a variant of this bug, here is what happens when the unit is only HALF surrounded (works only for 2 hexes wide units, of course). MEDITATE on that please, folks !
(“WTF ! I can see a cloned Pegasus… but where is the ORIGINAL ?” )
Legendary TOLD you so !
7. to 20. are perfectly fine as is. Rewording sounds great, good job.
Quote: 21. A black dragon is pitiful against efreet sultan's fire shield. (Consis the Knight)
Houston ? We may have a problem, here !
My tests, guided by Zsa’s helpful tips proved much more than that :
Sultan’s Fire Shield = the Fire Shield spell at BASIC Level (20% of the damage taken), with the only particularity that you can’t prevent it from being cast nor dispell it, and its duration is unlimited.
Just like the regular version of Fire Shield, it works fine against ANY creature, even those supposedly immune to any Level 4 Spell (such as Black Dragons, but also Goldies and Magic Elements) EXCEPT for creatures SPECIFICALLY immune to FIRE magic, that are IMMUNE to it (Phoenixes, Sultans, Fire Elements…). Just like the regular FS spell, Protection From FIRE will greatly reduce its effect.
I suggest to reword it to “Fire Shield even works against Black Dragons and Magic Elementals, but not against Phoenixes and Fire Elementals”, at least. PLEASE, Bin !
22. to 71. are very, very well written now, thumbs up to the rewriter(s) !
Except one thing (about line 61 ) :
I, the Legendary Skel, would NEVER call ANYONE “my lord”, let alone a noobie player just discovering the game and reading my line as a tavern rumor ! Please reword it ! It might look like a tiny detail for you, but it happens to hurt my beliefs ! Quote: 72. Mages from all magic schools learn Magic Arrow. So any magic orb will increase its damage, and any Magic Protection spell will reduce its damage. (Xarfax the Ruthless)
How do you mean “Xarfax the Ruthless” ? Is that my new nickname for you, Bin ?
Look, I’m honored in a sense, but Xarfie’s original line was just plain inaccurate, stating that MA was a Fire spell, and this new version of line n° 72 retains much less of it than it does include the results of my later Legendary testings (as seen in my previous post “ALL or EVERY ?”) that demonstrated MA belongs to ALL schools at the same time and gets affected by all at the same time. So I think you got the credit wrong, for that one !
73. to 108. are again finely rewritten in a style that fits the tavern rumors. All are accurate as is.Quote: 109. Never play cards with a Halfling. I've never seen one with less than +1 Luck, unless of course the Hourglass is equipped. (Titanic William)
Hm, that little credits_confusing syndrome of yours did more damage, here, dear Bin ! That line wasn’t brought in BY Will but by Angelito the Wise Wizard ! He was correcting a plain wrong statement OF Will’s that has now been deleted in the cleaning of the thread. So you really should change that credit back to who really owns it ! Quote:
110. Minotaur Kings are always in a good mood, they always have at least +1 Morale no matter how bad the situation. They don't seem to like the Spirit of Oppression though. (Binabik the Barbarian)
is okay but redundant with the Manual, imho : it clearly states that their SPECIAL is to have a permanent +1 Morale. ‘Nothing new about it, then” ?
Actually, after the new series of tests I made this afternoon, here is exactly how the Minos’ special works : they will NEVER EVER have Bad Morale. It is NOT possible. They will ALWAYS have positive morale unless the Spirit Of Oppression is present. Even then, they will NOT go below Neutral Morale.
Btw, it is NOT specific to the Mino Kings, it’s just the same for regular Minotaurs.
111. is okay as is. Quote: 112. If your elves run out of shots, try cloning them for a resupply. (the Evil Warrior)
1) That’s WRONG as is : cloning a shooter will NOT give it a “resupply”. The CLONE will appear with full ammunition, but the original creature will still have the same amount of shots as before you cloned it.
2) That’s INCOMPLETE. A Clone will always appear “as new” compared to its original. The ONLY thing that happened to the original BEFORE the cloning and that the clone will duplicate is if the NUMBER of units lowered.
Apart from that :
* a shooter’s clone will of course appear with full ammo, no matter how many shots its original has left.
* a clone won’t appear with ANY spell on it, neither beneficial nor negative, even if its original had a Zillion spells cast upon him before the cloning.
Legendary ADDIT :
* a clone will ALWAYS appear fully HEALTHY even if its original was greatly damaged (or aged, for that matter).
[/ADDIT]
Those lines of mines were deleted in the cleaning process, though I think they were worth restating here. Especially after I saw you included that incomplete and inaccurate version of it ! Hope this helps.
113. to 120. are just fine. 118 might be the best ever ? LMAO Quote: 121. The abilities of Efreets, Dendroids, Ghost Dragons, Medusa, Scorpicore, Basilisk and Wyvern Monarchs are so powerful, not even Antimagic will stop it. (Binabik the Barbarian)
Again, see my precisions about line 21 above : AntiMagic doesn’t prevent the regular Fire Shield from happening, either ! Their ability IS Fire Shield and acts exactly like it : whatever works or doesn’t work against the Sultans’ FS will have exactly the same effect (or absence of effect) against any unit on which the opponent casted FS !
My next post will focus on forgotten lines that I deem worth being revived, and some new ones as well.
Cheers !
Legend.
PS : Thanks again for this long overdue cleaning of the thread, Angel !
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LM
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Binabik
Responsible
Legendary Hero
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posted April 05, 2006 01:26 AM |
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Doesn't anyone get the idea of a joke? #6 was supposed to be funny. Did I really do that bad of a job that I need to explain it? Guess so.
I assumed #118 would be obvious that it's not serious. Saurug Fraud - Sigmund Freud, get it? Gees!
They will both be changed. I don't remember, I might have thrown in a third one too.
116 I simply forgot about Magic Elementals. They've already been added (on the master list on my comp)
115 I still think Psychic Elemental attack is a level 5 mind spell. Dragons are not immune to mind spells. But red/green/gold dragons take full damage and blacks take half. That means it's level 5. Titans, undead and mechanical take half damage, so it's a mind spell. Just saying "mind spell immunity" is good enough, but there was room to add level 5 also, so I did.
@Legend. About #93 and morale. I thought this was really hard to word with a short tavern style line. Earlier in the thread there was info about this which is convincing. "Internally" the AI tracks morale greater than +/- 3. The example Zsa gave was a mixed army which would "internally" have -5 morale. Expert leadership brought it up to -2 morale. If the AI only used -3 internally, expert leadership would have brought it to neutral morale.
If anyone can think of better wording, I'm open for suggestions.
6 This will be reworded to get rid of the joke that wasn't funny. But as I said earlier, I intentionally want this to be ambiguous. Basically something that says it could happen, but without details. My tests showed it doesn't happen until the unit is surrounded at least 1 hex to the front and back, and at least 3 hexes to the side. Legend, your images seem to show it happening under different conditions. There's no way the detail can be added in one line.
112 You're getting too concerned over details Legend. Clones have a full supply, period. Not having spell benefits is obvious and a different subject. I think you read between the lines interpreting it as the original stack being resupplied. Anyway, I changed it to "Even if your elves run out of shots, clones will start with a full supply of ammo."
121 You're getting picky again. The line is 100% accurate and stays as is.
Quote: My next post will focus on forgotten lines that I deem worth being revived, and some new ones as well.
Except for some corrections and rewording, the tavern list is closed. No new ones will be added.
I work in the engineering world. Sometimes it's difficult to get the engineers to stop design work, even when cool new things can still be added. But eventually the project must end and a product shipped. Same thing applies here, at least to the tavern part of it.
The tavern list is closed. But I will still add to the non-tavern list if something good comes up.
Unofficially:
IMO this has been a great thread. And if new ideas come up, great. But on the other hand, I'd rather see the thread die of natural causes, than keep it alive artificially. And I think we're getting very close to that point. That's my opinion anyway.
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Zsa
Famous Hero
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posted April 05, 2006 02:01 AM |
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Well, what I was actually refering to wasn't that the AI remembers the amount of pos or neg morale.
I was talking about the morale table every unit or hero has. When you go and click on it, it will offer info about the morale details like for example:
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Expert Leadership +3
Badge of Courage +1
Troops of 3 alignments -1
Undead in group -1
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Now this table does not diplay properly when you have troops of 6-7 alignments. And as such, when you for example have troops of 7 alignments and expert leadership, the MORALE TABLE will display:
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Expert Leadership +3
Troops of 7 alignments -3
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Now by this table, you'd think you have neutral morale, but that is simply not true.
You peeps get me now?
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"You sound like zsa who only plays the game on forums" - Russ
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LegendMaker
Promising
Famous Hero
The Metal Specialist
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posted April 05, 2006 02:52 AM |
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Quote: Doesn't anyone get the idea of a joke? #6 was supposed to be funny. Did I really do that bad of a job that I need to explain it? Guess so.
Lol ! Sorry, Bin, the Archimedes joke wasn't astoundingly funny, I must admit, but that wasn't my point ! My point being that it happens DURING the battle, NOT after the battle. If you want to keep it ambiguous, fine : just don't tell when it happens. But please don't confuse ambiguous with inaccurate ! Quote: Except for some corrections and rewording, the tavern list is closed. No new ones will be added.
I'm perfectly okay with that, boss ! You just forgot to announce it (or maybe I somehow missed your announcement the first time around ?)
Quote: Unofficially:
IMO this has been a great thread. And if new ideas come up, great. But on the other hand, I'd rather see the thread die of natural causes, than keep it alive artificially. And I think we're getting very close to that point. That's my opinion anyway.
I share that opinion to a large extent. You know, I didn't spend 4 hours rechecking and retesting all this stuff to "get picky"...
I intended it as a last helping hand to the project as it was (based on your latest edition of the official list). You yourself stated like 3 posts ago that you still had doubts about certain lines.
So I just assumed my testing skills and discipline would be once again appreciated (mistakenly, as it seems to turn out) !
Okay, so if I got the message correctly, time to "call it a thread" (lol) and give last special thanks / goodbyes to everyone else who contributed, huh ?
Thanks and grats again to Xarfie, Bin, Angel and all the supporting cast !
Pleasure was mine.
Good luck for the last (technical) stages of the project, Bin ! And please keep us... posted ! lol
Legendary Over.
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LM
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Binabik
Responsible
Legendary Hero
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posted April 05, 2006 06:25 AM |
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@Zsa Maybe my explanation wasn't very good.
Bottom line is I understand what you are saying. The thing is, if it's this hard to explain, what's the best way to do it with a single line? Ideas anyone?
6Quote: My point being that it happens DURING the battle, NOT after the battle.
Actually, I never intended on keeping that one the way it is, so I didn't check every post about it. What Shiva has stressed a couple times is that they disappear AFTER the battle, not during. My tests also did it after the battle. So yea, there will be no reference to "when" it happens, because apparently it can happen both ways.
Quote: You just forgot to announce it (or maybe I somehow missed your announcement the first time around ?)
I didn't forget to announce it. I just didn't know it until I said it. Actually I said before I wanted to cap it at 100. It's at 120 now, and this time I really am going to cap it (unless Xarfax overrules me)
Quote: So I just assumed my testing skills and discipline would be once again appreciated (mistakenly, as it seems to turn out)
Absolutely your help is appreciated and I thank you for it.
On a more personal note. Legend, if it sounded like I was directing negative comments toward you, I wasn't. Your work is greatly appreciated. And I wasn't trying to kill the thread or chase you off. So PLEASE don't take it that way. The compiled list for the tavern is the only thing I want to finish. Although I do believe the thread has run it's course.
If you have the energy to keep going, you don't need my permission. (the dictator thing is just pretend, I'm not really a dictator. But don't tell anyone else that) I'll tell you what, we both deserve beers, we'll arrange a time for an IM beer toast! Or play a game some time.
And speaking of neglected thank-yous. A big thanks to Supersonic for re-writing the tavern rumors. Although many have been modified, he wrote 70 of them.
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csarmi
Supreme Hero
gets back
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posted April 05, 2006 08:01 AM |
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Quote: Morale and Luck
Check out Page 27 of the main Manual : it clearly says that there is no such thing as Bad Luck. Also, if you check the symbols and commentaries, it implies rather clearly that the caps are +3 and -3 for Morale, and +3 and 0 for Luck. �Nothing new about it then� ?
Unless you find it new that with +3 morale, you have a 12.5% chance to go again, while with -3 morale you have a 25% to freeze.
The problem with cloning is that I remember to have experienced it in a bit different way (similar to the 2nd). As I recall, it was in WoG, however, so just give that one to Legend.
The halfling/minotaur bonus is not clearly stated anywhere. Look, even I did not know it until you guys told me so.
And the same is true for demons staying after the combat.
I learned that on this forum. Yea, they can summon deamons, so what? One wouldn't naturally assume they are too stay.
I would say that some of the abilities (fire shield, bind, for instance) are not strong; they are just not magical, but physical effects. That's why magic immunity fails to prevent it.
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dimis
Responsible
Supreme Hero
Digitally signed by FoG
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posted April 05, 2006 11:58 AM |
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Quote: 102. I once saw a creature turned to stone by a Medusa get high morale, but couldn't move the second time either. (Dimis)
Just a note: If you have another stack still living in the battle which has not played yet, then you can cast cure/dispel on the stone-gazed creature and move it again on the same round.
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The empty set
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