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-   -   Problem with movement points! (http://forum.shrapnelgames.com/showthread.php?t=41831)

Tifone January 4th, 2009 03:39 PM

Problem with movement points!
 
Can someone explain me this?


Thanks for the attention.

Redeyes January 4th, 2009 03:49 PM

Re: Problem with movement points!
 
Armor removes one action point per encumbrance for common ground units, 2 per encumbrance for fliers.
Mounted units' action points are unaffected

That's the big drawback of black iron when used with Undead, I suppose ;)

Micah January 4th, 2009 03:50 PM

Re: Problem with movement points!
 
AP is modified by armor, and he's got some heavy stuff on him.

edit: Damn, too slow. =)

Tifone January 4th, 2009 04:06 PM

Re: Problem with movement points!
 
Oh, lol thanks, didn't get that. I thought as he was undead he was unaffected by all the penalties from encumbering things, and it wasn't written anywhere on the AP window... well thanks! :)

Redeyes January 4th, 2009 05:56 PM

Re: Problem with movement points!
 
Curiosity speaking: Is there any special reason for the Earth 4 Death 7 paths? (That you wouldn't mind sharing, of course)

Death 7 looks like more than you need on a SC Pretender, if it is only because of Globals you would have to educate me, I'm clueless to the effect of high Paths with globals :doh:

Tifone January 5th, 2009 04:51 AM

Re: Problem with movement points!
 
@Redeyes:

Actually it is just an experiment (test game against myself 4 nations). :) Anyway, E4 is for some Prot bonus, and Invulnerability or Blade Wind spam in mid-game. D7 boosts the natural Fear effect (which stacks well with its Awe coming from Dom10), and gives access to strong and not much fatiguing Shadow Bolts/Blasts in mid-game, Soul Vortex eventually, and of course Tartarians/Poison Golems in late game. :cool:
Pity I was planning on expanding by Troglodytes and instead found myself near my other nation Niefelheim (E9N9 blessed Jarls/Giants, thus immune to Fear and Awe), and didn't had any proper counter (didn't have time to mass Magma Children). The Pretender worked well in melee anyway, but died on turn limit and lost the equipment.

Casting a global with higher paths makes it more difficult to dispel ;)

Curiosity speaking: Do you really have red eyes? :evil:


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