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  #31  
Old December 9th, 2011, 06:58 PM

Starbelly Geek Starbelly Geek is offline
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Default Re: 25% autoroute question

What nations have you played? Some don't have any or very many heroes. Also, if you're not playing with mods, that can limit the number of heroes.
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  #32  
Old December 9th, 2011, 07:15 PM

JonBrave JonBrave is offline
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Default Re: 25% autoroute question

Umm, a bit of each, I think.

Earlier, Corinthian said:
Quote:
Originally Posted by Corinthian View Post
The rate of hero acquirement is based on you luck scales. Or 3% chance of a hero per turn -+1% per luck point. Its not a random event, it is a separate check.
So I thought that meant you'd get a smattering throughout the game, whoever you were, given not too much misfortune.

But are you saying, each nation can only have so-many heroes, so once you've had them (earlier in game), you don't get any more later??

[Edit: I only play vanilla, SP]
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  #33  
Old December 9th, 2011, 07:23 PM

thejeff thejeff is offline
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Default Re: 25% autoroute question

Quote:
Originally Posted by JonBrave View Post
Quote:
Originally Posted by Corinthian View Post
The rate of hero acquirement is based on you luck scales. Or 3% chance of a hero per turn -+1% per luck point. Its not a random event, it is a separate check.
Ohhhh...

OK, well I've played quite a few SP random games with various races. I am under the distinct impression that I tended to get either 1 or 2, more pertinently, they were always relatively early in the game; definitely none later on, when I was doing well. Am I plain mad/wrong, how would that gell with what you say?
Vanilla or CBM?

Many nations have less heroes in vanilla. Few have multi-heroes.

Except for the multi-heroes, you will only get each hero once, so it's quite possible to use your heroes up early in the game.


Edit: If you want to play around with heroes without going over to CBM, the Worthy Heroes part of CBM started out as a separate mod and may still work by itself.

Last edited by thejeff; December 9th, 2011 at 07:42 PM..
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  #34  
Old December 9th, 2011, 08:42 PM
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sansanjuan sansanjuan is offline
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Default Re: 25% autoroute question

Sort of on topic...

I've always wondered if a routing squad immediately counts as a drop to zero HP (all units) against the rest of the army. Also... if they do count as zero does it happen the second they rout or when they leave the field.

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  #35  
Old December 9th, 2011, 08:51 PM

Starbelly Geek Starbelly Geek is offline
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Default Re: 25% autoroute question

Quote:
Originally Posted by sansanjuan View Post
I've always wondered if a routing squad immediately counts as a drop to zero HP (all units) against the rest of the army. Also... if they do count as zero does it happen the second they rout or when they leave the field.
I'm pretty sure they don't count as gone against the total army HP until they're off the field. I recently had an SP battle with four tricked out indy shambler chiefs leading a passle of Atlantean militia and a handful of shamblers. All of the troops routed during the combat, along with most of the chiefs, but two chiefs remained to win the battle for me despite having essentially normal morale. They just never failed the check and weren't forced to auto-rout, and their equipment was enough to keep them up and fighting long enough to rout the enemy (indy tritons and triton troopers - may have killed the enemy commanders).
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  #36  
Old December 28th, 2011, 08:27 AM

el cid el cid is offline
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Default Re: 25% autoroute question

Back to the autorout question.

Can Master enslave cause autorout? Do the units enslaved count as HP loss by the enemy?
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  #37  
Old December 28th, 2011, 10:43 AM
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Default Re: 25% autoroute question

Interesting question, I don't know.
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  #38  
Old December 28th, 2011, 06:25 PM
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Default Re: 25% autoroute question

The answer is yes. Its a hilarious tactic against people that relies on vine men or mankins. Both have bad/terrible MR and are magic beings and are thus vulnerable to arcane domination. In one battle I managed to steal 90% of the enemy troops causing an auto rout on turn 1 for the enemy. Most of the enemy mages were killed by their own bodyguards before they managed to get away.
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