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  #21  
Old July 11th, 2008, 12:45 PM

Omnirizon Omnirizon is offline
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Default Re: MP questions

I just tested it and your right. two Wyrms, one with N10, one pathless, both have 20hp regen at 160 hp.

However, in game, while creating a pretender god, when moused over 'nature' in the magic selection screen, where it outlines the indirect effects of levels in a magic path, it says verbatim "...and any regenerative powers of the mage will be boosted."

I would have thought that meant natural regen was boosted, kind of like natural fear is boosted by death.
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  #22  
Old July 11th, 2008, 12:47 PM

MaxWilson MaxWilson is offline
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Default Re: MP questions

Quote:
Wrana said:
On Wyrm:
Fire will allow Fire Shield+<heat-producing one>

And Phoenix Pyre, which is great insurance against one-shot kills like Petrify and Soul Slay.

-Max
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  #23  
Old July 11th, 2008, 03:20 PM
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Amhazair Amhazair is offline
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Default Re: MP questions

Quote:
Omnirizon said:
However, in game, while creating a pretender god, when moused over 'nature' in the magic selection screen, where it outlines the indirect effects of levels in a magic path, it says verbatim "...and any regenerative powers of the mage will be boosted."

I would have thought that meant natural regen was boosted, kind of like natural fear is boosted by death.
Perhaps this is a leftover from Dom2 days? Unfortunately I only discovered this great game in its current incarnation, so I can't say for sure.
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  #24  
Old July 13th, 2008, 12:53 AM
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Default Modded Nations

Are modded nations used for multiplayer or just single?

What are the best ,complete ,balanced, modded nations?

Do modded nations overwrite regular stock nations?
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  #25  
Old July 14th, 2008, 04:36 AM
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Default Re: Modded Nations

Afaik, mods are used for MP and this is said before the beginning. I.e., when someone posts an MP invitation, he also includes mods which will be used. Nation-specific mods are more rare, though.
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  #26  
Old July 14th, 2008, 12:23 PM
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Default MP questions


I've seen the term "stale turns" used alot.

What are they exactly?
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  #27  
Old July 14th, 2008, 12:46 PM

thejeff thejeff is offline
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Default Re: MP questions

Turns that the player did not do by the time the turn was due. The turn will host without giving any orders for that nation.
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  #28  
Old July 14th, 2008, 04:10 PM
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Default Re: MP questions

A fresh turn, is well, fresh. If it is just left sitting there, it will turn stale by the next time a turn is hosted. The player will get a new fresh turn, but no one likes to see the other turn get wasted. There are children in China who would be more than happy to have played that turn.
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  #29  
Old July 14th, 2008, 06:07 PM
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Default Re: MP questions

Many of the MP games have two settings for hosting (others are possible but these two are common)

QUICKHOST meaning that the game will automatically host whenever everyone turns in a turn.

HOURS 24 meaning that it will host every 24 hours even if people have not turned in a turn.

Many games run both of these. That way they can process 3 or 4 turns in one day if everyone is paying attention (usually at the beginning of the game), but the game wont be held up if someone suddenly doesnt send a turn for 2 or 3 days. In many of the multiplayer games, missing more than 2 turns will get you switched to an AI player which sucks as a player but is better than the nation doing nothing at all.

If you miss the time limit for uploading a turn, and the game processes a turn without your file, then when you download your next turn there will be a message in your box saying "Stale Turn". Thats also something to keep an eye out for in case you think you DID send in a turn but for some reason the host didnt get it or couldnt process it. Its an answer for questions that pop up here such as "Why didnt my army move?"
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  #30  
Old July 14th, 2008, 06:08 PM
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Default Re: MP questions

Hmmm this is something for the FAQ maybe?
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