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Unit Buffs Quick reference
Quick reference list of buffs available in dominions III, for use of the lazy would be emperor http://forum.shrapnelgames.com/images/smilies/cool.gif
<font color="red"> (F)ire Self: Phoenix Power, F+1, Conjuration3, F2 Phoenix Pyre, re-incarnate upon death with fatigue penalty of 30 + d20. So 31 - 50 fat, Alteration7, F2 Fire Shield, Attackers take 7AP+1 per lvl in F above 1 - attackers weapon length damage per attack attempt, Enchantment3, F1 Fire Resistance, 100%FR, Alteration1, F1 Units: Fire Fend, Gives units +50%FR, Enchantment5, F2 Battlefield wide: Inner Furnace, Abysia only - +3 heat radius, must fail MR+4 roll to gain effect, all units with heat auras on battlefield, says Abysia units only but according to evidence effects all units so use carefully when not whole army is fire immune, Enchantment5, F3 1F gem Flaming Arrows, Missile weapons cause 8AP fire damage and considered magic, Enchantment4, F4 1F gem Warriors of Muspelheim, All units receive +50%FR, Enchantment8, F4 1F gems End of Culture, description +berserk all friendly demons on battlefield, Thaumaturgy6, F2 1F gems </font> <font color="blue"> (W)aterQuicken self, gain +3 Attack, +3 Def, Double AP, Alteration2, W1 Breath of Winter, give cold aura and immunity, stronger in cold climate, Enchantment1, W1 Water Shield, +5 def - only underwater, Enchantment2, W1 Cold Resistance, 100%CR, Alteration1, W1 Summon Water Power, caster,UW,+1W, Conjuration2, W1 Resist Fire, 100% FR, Alteration 1, W1E1 Units: Quickness, give units quicken self effect, Alteration4, W2 Water Ward, give water shield, Enchantment6, W1 Winter Ward, gives 100% cold protection, Enchantment5, W2 1W gems Quickening, give quickness, Alteration8, W2 1W gems Fire Ward, 100% FR, Alteration 4, W2E2, 1N gem Battlefield wide: Warriors of Niefelheim, gives 100% cold protection, Enchantment8, W4 1W gems Friendly currents: friendly units have Action Points +4 and Enc -2, enemy units Action Points -4 and Enc+2, underwater only, Enchantment 5, W2, 1W gem </font> <font color="white"> (A)ir Self: Summon Storm Power, A+1 works only in storm, Conjuration2, A1 Air Shield, 80% missile protection, Alteration0, A1 Charge Body, both attacker and mage receives a strong electrical shock on first hit, Alteration1, A1 Aim, Receive +5 bonus to precision, Alteration1, A1 Mirror Image, Get mirror images that will make it harder to score a hit in melee, stronger air mages get more images, ends when hit, Alteration2, A1 Mistform, mage receives small damage from hits, ends on very hard hit or magical weapon, Alteration3, A2 Flight, give flying, Enchantment1, A1 Resist Lightning, 100%SR, Alteration1, A1 Units: Gift Of Flight, give flying, Enchantment2, A2 Thunder Ward, (a lesser Storm Warriors) increases by 50% the SR of some units (Range 5, AoE 15), Enchantment 5, A2 1A gem Battlefield wide: Wind Guide, give +5 bonus to precision, Alteration4, A2 1A gems Fog Warriors, give mistform, Alteration7, A5 3A gems Arrow Fend, give air shield, Enchantment6, A3 1A gem Mass Flight, give flying, Enchantment7, A4 2A gems Storm Warriors, give 50% shock resistance, Enchantment8, A4 1A gems </font> <font color="brown"> (E)arth Self: Self: Summon Earthpower, E+1 and reinvigoration +4, Conjuration3, E2 Stoneskin, get 15 prot or +2 if already above 15 and CR malus of 50% , Alteration2, E1 Ironskin, Ironskin is 20 protection or +3 if already greater, and 75% SR malus, Alteration3, E1 Invulnerability, 25 protection and gives PR 100% malus, Alteration5, E3 Units: Iron Will, +4 MR, Thaumaturgy3, E1 Iron Warriors, give iron skin, Alteration5, E2 strength of giants, increase strength by +4 Enchantment3, E3 Legions of Steel, give +3 prot (note - May give more than +3 protection as it is applied at every armor part), Construction3, E3 weapons of sharpness, Weapons are armor piercing, Construction7, E5 Marble Warriors, give stoneskinn, Alteration7, E3 Tempering the Will, MA Ulm only - +4 MR on all national units, Thaumaturgy5, E3 Iron Marionettes, LA Agartha only - It gives Att+4 and Action Points + 4 to undeads, Alteration5, E3 Earth Might, (Range 15 AoE 1) units get +4 strength, Alteration 1, E2 Battlefield wide: End of Weakness, Yomi only - Gives Barkskin to all friendly Demons, Alteration6, E2 1E gem army of gold , Ironskin and fire resist 50%, Alteration9, E4 army of led, Ironskin and +4 MR, Alteration9, E5 </font> <font color="gray"> A(S)tral Self: Power of the Spheres, +1 to magic paths, Conjuration3, S1 1S gems Twist Fate, negate first received hit, Alteration0, S1 Personal Luck, 50% chance to evade hits, Alteration1, S1 Body Ethereal, give etherality - 75% to evade non magic weapons, Alteration 3, S1 Resist Magic, increase MR by 4, Enchantment1, S1 Astral Shield, Shield that may paralyze attackers if they fail MR check of ???, Enchantment3, S1 Units: luck, give luck, Alteration4, S1 Battle Fortune, like luck but more units benefit, Alteration6, S3 1S gem Battlefield wide: Antimagic, Increase MR+4, Enchantment4, S3 1S gem Will of the Fates, give luck, Alteration8, S4 4S gems Celestial Music, Bandar Log only - Gives quickness to all Apsaras, Gandharvas and Yakshas, Thaumaturgy6, S3 ???S gems Light of the Northern Star(!), All mages in the battlefield (even enemies) gain 1 point of Astral, Conjuration 4, S3 1S gem </font> <font color="purple"> (D)eath Self: Soul Vortex, drain life force from anyone close to necromancer - restore life force and reinvigorate, Alteration6, D3 Twiceborn, protect a living necromancer - dying in friendly dominion will revive as wight mage, Enchantment4, D2 10D gems Units: Battlefield wide: Life after Death, all living beings will revive as soulless in case of death in battle, Enchantment7, D4 4 death gems </font> <font color="green"> (N)ature, Self: Eagle Eyes, improve caster's precision by 5, Alteration1, N1 Bark skin, raise protection to at least 10 or by 1 if already above 10 -25% fire resistance, Alteration1, N1 Elemental Fortitude, +50% resistance to fire, lightning and cold, Alteration4, N1 Personal Regeneration, living caster will regenerate, Enchantment2, N2 Resist Poison, 100%PR, Alteration1, N1 Strenght of Gaia (!), caster gains Personal Regeneration and Str+4 and Barkskin and +1 Nature Bonus, Conjuration 4, N3E1 Units: Healing Mists, a 3 rounds lasting mist which heals all units inside the AoE to full HP, Evocation 5, N3A1 Mossbody, units nearby have 75% chance of receiving from 10 to 20 points of Prot, if affected unit is damaged releases an AoE 4, 1AN poison damage, Alteration 3, N1W1 Protection, like bark skin for a few units, Alteration3, N2 Wooden warriors, give barkskin, Alteration5, N2 Poison Ward, 50% poison resistence, Enchantment4, N2 1N gem Regeneration, give Regeneration, Enchantment3, N3 Haste, double movement, Enchantment4, N3 1N gem Berserkers, make units go berserk - increase protection, decrease defence and never route, Thaumaturgy2, N2 Touch of Madness, more units go berserk, Thaumaturgy4, N3 1N gem Song of Bravery, MA Man only, from +1 to +5 morale, Enchantment 0, N1 Battlefield wide: Mass Protection, barksikn, Alteration7, N3 1N gem Serpent's Blessing, 50% poison resistance, Enchantment7, N4 1N gem Mass Regeneration, give regeneration, Enchantment8, N4 2N gems Growing Fury, all friendly units wounded or with berserker tag go berserker - enemy berserker tagged unit as 5% every round to go berserker too, Thaumaturgy 4, N4, 1N gem Relief, +1 reinvig to all friendly units, Enchantment 6, N5, 1N gem Gaia's Blessing (!), +50% FR, CR, SR, PR, Enchantment 9, N6E2, 3N gems </font> <font color="#FF2400"> (B)lood Self: Pain Transfer, woods taken by mage will be transfered to his blood slaves, Blood3, B2 1B slave Hell Power, get +2 in all magic path and attracts horrors, Blood2, B3 3B slaves Units: Blood Lust, give deamons +4 strength, Blood4, B2 1B slave Battlefield wide: Rush of Strength, +4 strength, Blood8, B3 1B slave </font> EDIT: Buff list complete. EDIT: Original post Hi, My goal is to put together a concise buff list. The categories I think should be: 1. Area of effect: self, units, battlefield. 2. Spell effect and limitations. 3. Research school and level. 4. Casting requirement. If such a list already exists I'll appreciate if someone could point me to it, otherwise I hope the kind hearted gurus on these threads will volunteer information so that I could add it to the list in the first post. From the top of my mind I could come up with some very basic start. |
Re: Unit Buffs Quick reference
Additions:
E Self: Ironskin, Stoneskin, Invulnerability, summon earth power Units: Iron Will S Self: Twist Fate, Soul Drain (also death), power of the spheres, (astral weapons no longer exists) Battlefield: Luck, magic resistance, light of the northern star N Self: Personal Regeneration, resist poison, strength of gaia (also earth), eagle eyes Units: Poison Ward, berserkers, haste Battlefield: Serpent's blessing, gaia's blessing (also earth), mass regeneration, growing fury, relief D Self: Soul Vortex Battlefield: Life after death F Self: Fire resistance, phoenix pyre, phoenix power Units: Fire fend Battlefield: Warriors of muspelhiem, flaming arrows A Self: Charge body, flight, summon stormpower Units: Lightning ward, aim Battlefield: Mistform, Flight, storm warriors, arrow fend, wind guide W Self: summon water power, water shield, breath of winter, cold resistance, resist fire (also earth) Units: winter ward, water ward, fire ward (also earth) Battlefield: Friendly currents, warriors of niefelhiem B Self: Hell power, Blood Vengeance, Pain Transfer Battlefield: Rush of Stregth, Bloodlust |
Re: Unit Buffs Quick reference
Very nice and helpful idea. Gonna print it and put it in the manual ^^ Why don't you glue those 2 posts together? ^^
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http://forum.shrapnelgames.com/images/smilies/happy.gif I'll not only glue, I plan to add some more info as well. I want this to be useful for players while in game and I'll also add it to my KB.
Oh, and thank you very much QM. |
Re: Unit Buffs Quick reference
Check out DrPraetorious's spell database, online courtesy of Snoddasmannen:
http://www2.onyx.nu/pb/dom3/spells.html Enter 9 for all levels of magic, then scan down the right column looking for "Buffs". Hope that helps. |
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Wow this DB is awesome http://forum.shrapnelgames.com/images/smilies/happy.gif
Thanks for the pointer cleveland! |
Re: Unit Buffs Quick reference
ok, start with Fire buffs. The ??? are missing data and as ever I'd be grateful for anyone who'll be able to complete them.
Self: Phoenix Power, F+1, Conjuration3, F2 Phoenix Pyre, re-incarnate upon death with fatigue penalty of ???, Alteration7, F2 Fire Shield, Attackers take ??? damage per attack attempt, Enchantment3, F1 Units: Fire Fend, Gives units fire prot ???, Enchantment5, F2 Battlefield wide: Inner Furnace, Abysia only - increase heat effect of Abysian units by ???, Enchantment5, F3 1F gem Flaming Arrows, Missile weapons cause ??? fire damage, Enchantment4, F4 1F gem Warriors of Muspelheim, All units receive ??? fire resistance, Enchantment8, F4 ???F gems End of Culture, description ???, Thaumaturgy6, F2 ???F gems |
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isn't fire shield always 8 damage? I may be HORRIBLY wrong but i think i remember something like this ^^
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Re: Unit Buffs Quick reference
Phoenix Pyre, fat. pen. 30 + d20. So 31 - 50 fat.
Fire Shield 7AP+1 per lvl in F above 1 - attackers weapon length. Fire Fiend +50%FR. Inner Furnace +3 heat radius, must fail MR+4 roll to gain effect, all units with heat auras on battlefield, says Abysia units only but you never know. Flaming Arrows 8AP fire damage. W of M +50%FR all units. 1F gem to cast. E of C +berserk all demons on battlefield, 1F gem to cast. |
Re: Unit Buffs Quick reference
Thank you Meglobob,
So fire is almost complete: Self: Phoenix Power, F+1, Conjuration3, F2 Phoenix Pyre, re-incarnate upon death with fatigue penalty of 30 + d20. So 31 - 50 fat, Alteration7, F2 Fire Shield, Attackers take 7AP+1 per lvl in F above 1 - attackers weapon length damage per attack attempt, Enchantment3, F1 Units: Fire Fend, Gives units +50%FR, Enchantment5, F2 Battlefield wide: Inner Furnace, +3 heat radius, must fail MR+4 roll to gain effect, all units with heat auras on battlefield, says Abysia units only but you never know, Enchantment5, F3 1F gem Flaming Arrows, Missile weapons cause 8AP fire damage, Enchantment4, F4 1F gem Warriors of Muspelheim, All units receive +50%FR, Enchantment8, F4 1F gems End of Culture, description +berserk all demons on battlefield, Thaumaturgy6, F2 ???F gems Next is air. |
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Isn't this the same as "6 +1/level of Fire"? It seems to just make it harder to read and understand, if you add 1 and then subtract 1. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Unit Buffs Quick reference
No, because you can have a Fire Shield with no paths in Fire, if you have a Charcoal Shield. If you have 0F or 1F and a Charcoal Shield you will do 7AP, 2F will do 8 AP, 3F will do 9AP, etc.
-Max |
Re: Unit Buffs Quick reference
Hmmmm. Well it just seems to me that with such a special case, it is still easier on the math uninclined to list it the other way..... But I am just 1 dead rockstar, battling uphill against a sea of opinions. Or something like that. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Earth: Army of Led Zeppelin
Causes all units to rock out. |
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LOL
I'd like to see *that* spell implemented |
Re: Unit Buffs Quick reference
Gurus, for your reviewing pleasure:
(A)ir Self: Summon Storm Power, A+1 works only in storm, Conjuration2, A1 Air Shield, 80% missile protection, Alteration0, A1 Charge Body, First attacker receives a ??? strong electrical shock, Alteration1, A1 Aim, Receive ??? bonus to precision, Alteration1, A1 Mirror Image, Get ??? mirror images that will make it harder to score a hit in melee (or maybe I'm completely off here http://forum.shrapnelgames.com/images/smilies/happy.gif ), Alteration2, A1 Mistform, ??? (after mirror image I won't risk stating a description I'm not sure about), Alteration3, A2 Units: Flight, give flying, Enchantment1, A2 Battlefield wide: Wind Guide, give ??? bonus to precision, Alteration4, A2 Fog Warriors, give mistform, Alteration7, A5 ???A gems Arrow Fend, give air shield, Enchantment6, A3 1A gem Mass Flight, give flying, Enchantment7, A4 ???A gems Storm Warriors, give ??? shock resistance, Enchantment8, A4 ???A gems |
Re: Unit Buffs Quick reference
And
(W)ater Self: Quicken self, gain ??? quicknes, Alteration2, W1 Breath of Winter, give ??? cold aura, Enchantment1, W1 Water Shield, Desc ??? - only underwater, Enchantment2, W1 Units: Quickness, give units quicken self effect, Alteration4, W2 Water Ward, Description ???, Enchantment6, W1 Winter Ward, gives ??? cold protection, Enchantment5, W2 ???W gems Battlefield wide: Quickening, Description ???, Alteration8, W2 ???W gems Warriors of Niefelheim, gives ??? cold protection, Enchantment8, W4 ???W gems Next, earth. |
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I searched long hard for said DB but couldn't locate it http://forum.shrapnelgames.com/images/smilies/frown.gif
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Great work til now WraithLord! http://forum.shrapnelgames.com/images/smilies/smile.gif
If you stop upgrading this list before finishing it, I think I will cry http://forum.shrapnelgames.com/images/smilies/frown.gif |
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Thanks 4 the encouragement http://forum.shrapnelgames.com/images/smilies/happy.gif
I do plan to complete the list. |
Re: Unit Buffs Quick reference
First post updated with earth. Astral coming next.
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WraithLord, "flight" has been changed from unit affecting to self (caster).
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Dedas, thanks, I meant gift of flight. I'll fix both.
cleveland, thank you for the link. I D\Led the DB, was able to filter by buffs but couldn't see info. like magic school and casting requirements. I was using open office to open the file so maybe its more limited then MS Excel, or maybe I'm just using it wrong. |
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Astral in. Death next.
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All buffs are listed http://forum.shrapnelgames.com/images/smilies/happy.gif
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Great job Wraith! My sincere congrats http://forum.shrapnelgames.com/images/smilies/wink.gif
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Not good when you are using a lot of independent crossbowmen/archers, and your flaming arrows caster decides to spend his spare gems on inner furnace - the heat auras literally engulfed my entire army, setting fire to some units and doing considerable fatigue to everyone. |
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Thank you all for the positive feedback and corrections.
First post updated accordingly. |
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And thank you for putting it all together!
Do you think you could somehow mention the buffs that don't stack together? (eg. you cannot stack Antimagic and Tempering the Will.) |
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Did you already put this list in your already wonderful DominionsKB, Wraithlord? It would be very nice
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Already there http://forum.shrapnelgames.com/images/smilies/happy.gif
I could mention some of the buffs that don't stack together - the ones that I'm aware of - but I'm afraid this will be awfully incomplete. Hence I'm inclined not to add this. |
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I know what you mean, it's hard to keep track!
By the way, the list is still missing some early buffs that QM mentioned: A: Resist Lightning (A1,Alt1,caster,100%SR) F: Fire Resistance (F1,Alt1,caster,100%FR) N: Resist Poison (N1,Alt1,caster,100%PR) W: Cold Resistance (W1,Alt1,caster,100%CR) Summon Water Power (W1,Conj2,caster,UW,+1W) I only noticed because I just got the hero Yukinaga and I was trying to think of what I could possibly do with his F1D1 besides Fire Shield. Looks like ... not much! |
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He cast cast Phoenix Pyre with a gem... and gems don't take up slots.
-Max |
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I like this list very much as I already said WraithLord, so if I can help I'll add, and maybe correct, something. I didn't mention the ones already said by vfb.
Air: Units: Thunder Ward, (a lesser Storm Warriors) increases by 50% the SR of some units (Range 5, AoE 15), Enchantment 5, A2 1A gem Astral Resist Magic increases caster's MR by 4 (manual) Astral Shield is said to be Enchantment 3, and that deals even a "paralyzing damage" (?) Communion Master and Communion Slave can be considered buffs? If you include Doom on the list, we shall consider the many others that "negative buff" enemies? (Spirit Curse, Curse, Seven Year Fever, Mist, Slime, Rain, Rust Mist, Destruction, Iron Bane, Demon Cleansing...) Maybe better not? Celestial Music is Bandar Log only. Gives quickness to all Apsaras, Gandharvas and Yakshas. Battlefield Light of the Northern Star(!), All mages in the battlefield (even enemies) gain 1 point of Astral, Conjuration 4, S3 1S gem Blood Sabbath Master and Sabbath Slave? Both Blood lust and Rush of Strength increase the strenght of their respective target by 4 (manual) Earth Summon Earthpower also gives Reinvig+4 Stoneskin is CR malus of 50% (manual) Ironskin is 20 protection or +3 if already greater, and 75% SR malus (manual) Invulnerability is said to be (manual) 25 protection, not 30, and gives PR 100% malus Legions of steel gives more than +3 protection, as it is applied at every armor part. Iron Will: MR +4 (manual) Strenght of Giants is +4, not +3 Both Army of Gold and Army of Lead give Ironskin (doesn't stack!), and Army of Lead MR+4 (manual) Tempering the Will is just for MA Ulm so I would specify this in the list. Anyway, it gives MR+4 to all *national* units. Iron Marionettes is just LA Agarthan as well. It's not Battlefiel wide but affects a wide area. It gives Att+4 and Action Points + 4 to undeads (who said "Umbrals even better" ? http://forum.shrapnelgames.com/images/smilies/wink.gif ), while I don't know if it is applied even to enemy undeads. End of Weakness is just for Yomi, but I think it is not known if it affects even enemy demons. Units: Earth Might: (Range 15 AoE 1) units get +4 strenght, Alteration 1, E2 Fire Flaming Arrows are also magical Inner Furnace is anyway castable by Abysia only End of Culture avaible only to Yomi and equally not known if it affects even enemy demons. Nature Eagle Eyes precision +5 Wooden Warriors gives some units Barkskin. Self: Strenght of Gaia (!), caster gains Personal Regeneration, Str+4, Barkskin, +1 Nature Bonus (and a coffee at Starbucks? http://forum.shrapnelgames.com/image...es/biggrin.gif ), Conjuration 4, N3E1 Units: Mossbody, units nearby have 75% chance of receiving from 10 to 20 points of Prot, if affected unit is damaged releases an AoE 4, 1AN poison damage, Alteration 3, N1W1 Healing Mists, a 3 rounds lasting mist which heals all units inside the AoE to full HP, Evocation 5, N3A1 Song of Bravery, MA Man only, from +1 to +5 morale, Enchantment 0, N1 Battlefield: Growing Fury, all friendly units wounded or with berserker tag go berserker - enemy berserker tagged unit as 5% every round to go berserker too, Thaumaturgy 4, N4, 1N gem Relief, +1 reinvig to all friendly units, Enchantment 6, N5, 1N gem Gaia's Blessing (!), +50% FR, CR, SR, PR, Enchantment 9, N6E2, 3N gems. Water Water Shield is Def+5 Winter Ward is 100% CR, not 50% (manual) Self: Resist Fire, 100% FR, Alteration 1, W1E1 Units: Fire Ward, 100% FR, Alteration 4, W2E2, 1N gem Battlefield: Friendly currents: friendly units have Action Points +4 and Enc -2, enemy units Action Points -4 and Enc+2, underwater only, Enchantment 5, W2, 1W gem That's all I think http://forum.shrapnelgames.com/images/smilies/wink.gif Hope I have helped. Peace |
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Thank you vfb and Tifone (its evident you have gone to great lengths to help and you use my format as well so less work for me http://forum.shrapnelgames.com/images/smilies/happy.gif).
Tifone, I don't want to include malus effects in this thread. Only buffs http://forum.shrapnelgames.com/images/smilies/happy.gif Also CM and CS can be considered buffs but I wanted a list of buffs that a player could take a glance at and easily match what buffs he can and should cast on his units. For some reason I can't quite put my finger on I don't see CM and CS fit exactly to the buff list as I perceive it. |
Re: Unit Buffs Quick reference
First post updated.
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Yes I tried to use your format and to put my little corrections in the order the original spells of you were, sorry if I put the paths in alphabetical order instead of in you one, it was a little faster for me. Glad I've been helping and thanks again for your efforts for the list and the DominionsKB http://forum.shrapnelgames.com/images/smilies/wink.gif Best wishes for yor next project!! |
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I wrote a few dom related tools in the past (for turn backup, for querying TCP server and for auto hosting PBEM games (( like a simplified CLI based llamasever )) )
They're all posted on some ancient threads here http://forum.shrapnelgames.com/images/smilies/happy.gif At one time I was thinking I might write a combat simulator, but I'm not 100% its a good idea, since I think its more fun if players need to guess a bit the outcome of a potential battle rather than just run it 1k time in a battle sim. Definitely though my next project will be programming one. Documentation is nice but I much prefer to write apps and tools. BTW, doom is there by mistake, and you may want to take the malus initiative all the way http://forum.shrapnelgames.com/images/smilies/wink.gif |
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Ahmm, new forum settings has made astral section invisible (unless marked). I'll have to find an appropriate visible color instead.
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Re: Unit Buffs Quick reference
some questions/remarks :
- is it possible to stack several shields ? (i.e. fire shield and astral shield ?) - I noticed that when I cast a lot of buffs on a unit during a battle, there is not enough room to display them (when you click on the unit, all buffs are on one line, when the line is full the new buffs do not display). is there a 'limit' in the number of buff or is this just a UI limitation ? - body etheral is not a self-buff (at least in last CBM version), it is a unit buff aoe 1. - In reverse communion, if one slave gets 10 buffs in 5 turns (because two masters are buffing), it seems the slave cannot move for 10 turns, regardless of fatigue. Is this normal ? |
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I'm not sure about the rest, but I believe the reverse communion effect has to do with the order commander actions occur in - spells are cast before ANY commanders move regardless of unit ID order, IIRC.
So long as a communion master is casting spells, his communion slaves will not move. Have them fire a bow instead. Can a vet please confirm this? And does anyone know if this will also apply to berserking communion slaves? Edit: Forgot my main reason for replying... I love this post, WraithLord! Thanks! The only thing that seems to be missing is which similar effects stack (e.g., Resist Lightning and Thunder Ward), but that could probably be a seperate post. |
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I'm not sure bows would work either. Haven't tested it, but I think bows come after casting.
I'm not sure that addresses the original question anyway. All I can say to that is that I've never seen that behavior. I know I've seen slaves cast even when they had gotten multiple buffs the turn before. (As long as they act before the masters.) I haven't played with communion buffed thugs lately so I'm not sure there isn't some weirdness there. I'm not sure I've ever arranged for 10 buffs. I assume you were using matrixes? |
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Sorry! By "them" I was referring to the communion masters after running through their buffs.
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Re: Unit Buffs Quick reference
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I script my 2 masters : buff, buff, buff, buff, < fire > And my slaves : hold, hold, hold, hold, hold, < attack > And the slaves wait something like 8 turns before moving (yet some of them had only 35 fatigue by turn 5, which looks not much to me). edit : problem is -> by turn 8 the masters may have been killed easily by the ennemy, while my slaves are just watching :( |
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For curiousity sake - what are the fatigues of the masters?
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Re: Unit Buffs Quick reference
original post needs to be updated to show wind guide with a cost of 1 air gem.
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