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  #11  
Old September 11th, 2004, 07:26 PM

lillumultipass lillumultipass is offline
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Default Re: A newbie question

Thanks for your suggestions! I already love the "n" and F1 butttons :-)
but I don't understant, what do u mean by scripts???
ANyway, I have started a new game with Jotunheim, a 8W5E Niefel Giant; I am wondering a few things: how often do you look for magic sites??? because I have only search for one with my pretender when I was awaiting reinforcements; most of the time I prefer to conquer a new province; should I search more???
How do I use magic out of combat??? for instance, if I want to cast a spell that allow me to detect earth magic sites (it's a level 2 thaumaturgy spell, and I have just researched it;
I have built a few temples, but I was wondering whether those I built really close to my capitole were really useful... sorry for those new questions :-)
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  #12  
Old September 11th, 2004, 07:40 PM
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Alneyan Alneyan is offline
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Default Re: A newbie question

Scripts are a set of commands for your armies and commanders .

I cannot help you regarding how often to search for sites, as I am not doing it enough myself (you do not want poor advice, do you?).

Ritual spells (that are cast outside battle) require a spellcaster who must be in a province with a laboratory, and you need enough magical gems when giving your mage the "Cast Ritual" order. The gems must be available in storage at your laboratory as well (gems on the caster should be counted for casting the ritual, but I have never attempted it).

Temples are helpful to recruit priests (in the provinces that have these units) among other independent units, but you should use them near the line where you are facing an enemy Dominion. Preaching is also an effective way of increasing your Dominion, and having a temple in a province gives your priests a virtual +1 bonus for preaching purposes in this province. In other words, a Priest with a level 2 in Holy Magic can only raise the Dominion of this province up to level 2, while the same Priest would increase the Dominion of a province with a Temple up to level 3.

Lastly, with every five Temples you have an increase of 1 of your Dominion strength, which is a rating of the spiritual power of your Pretender. A higher Dominion strength enables you to convert provinces more quickly, and makes you more "resistant" to enemy Dominions/more likely to convert provinces under an enemy Dominion.
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  #13  
Old September 11th, 2004, 10:38 PM

Molog Molog is offline
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Default Re: A newbie question

Quote:
lillumultipass said:
but I don't understant, what do u mean by scripts???

Orders for your troops to follow. Press t when you have an army selected.
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  #14  
Old September 12th, 2004, 04:25 AM

lillumultipass lillumultipass is offline
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Default Re: A newbie question

Thx Alneyan and Molog!
If I build a new lab (I only got one for the moment) can I use the gems from the other lab??? I mean, are gems automatically transferable??? And who creates lab??? I suppose magicians. Ah, and how do I give gems to my commanders???
As to Magic sites, Angerboda the Great Hag just came, and he is a A3 D3 N2 B3 magician so I guess he will be my "site searcher"; but he's has 13 pts of research also...
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  #15  
Old September 12th, 2004, 05:03 AM
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Default Re: A newbie question

Quote:
Molog said:
scripts?

Orders for your troops to follow. Press t when you have an army selected.
To be more precise: You select provinces, in some of which happens to be an army of yours.

And there are orders for the squads and for commanders seperatly.

By pressing "t" you get to the army setup screen. Next to the green minimaps there are the orders. Squads can only have one order (leftclick on the "click here to set battle orders"), commanders can have 5 single-turn orders (those above the line) and a following 'general' order.
e.g. (hold)(hold)attack nearest or (fireball)(fireball)(fireball)(fireball)(fireball) cast spells
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  #16  
Old September 12th, 2004, 05:17 AM
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Default Re: A newbie question

Quote:
lillumultipass said:
Thx Alneyan and Molog!
If I build a new lab (I only got one for the moment) can I use the gems from the other lab??? I mean, are gems automatically transferable??? And who creates lab??? I suppose magicians. Ah, and how do I give gems to my commanders???
Labs share a collective gem and item treasury.
With the current Version of Dom2 (not shure about the Demo - you're playing the Demo, aren't you?) there are multiple way to access the lab and the treasury.
At first try selecting the province, then leftclicking on the "laboratory" tab or use "l", or F5..8 (some of these may not work with the demo, though)
You'll get to the "magic ressources treasury" somehow. Click on "transfer gems to commanders". You may select the target commander by left-clicking on the commander shown at the top.
Or you may select the commander on the strategic map first, open his inventory (right-click) and left-click on the long tab on the right.

Quote:
As to Magic sites, Angerboda the Great Hag just came, and he is a A3 D3 N2 B3 magician so I guess he will be my "site searcher"; but he's has 13 pts of research also...
SHE .. you better get that right. I meant, you're a Pretender, but not her real god, yet.

Yes, in the beginning she is a quite good sitesearcher. You should see to have a province searched within 3 turns after conquering it. Unless you have enough gems already, and/or you're only some turns away from getting the sitesearching spells and/or the appropiate commander to cast them.

hope this is helpful
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  #17  
Old September 12th, 2004, 05:20 AM
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Alneyan Alneyan is offline
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Default Re: A newbie question

Any spellcaster is able to create a lab, and your Pretender might be able to do so even without any kind of magic path (that would be helpful to avoid the "losing your laboratory on turn 2 while you have no spellcaster available" symptom).

Gems (and magical items incidentally) are available in any laboratory of your Empire, and are "teleported" where they are needed.

To transfer magic gems, you have two solutions:
- Either go to the Laboraty of the correct province, then to Magic resources, and then to Transfert Gems to Commanders.
- Or more simply double click on the "personnal gems" part of your Commander's inventory. If you want to give them magical items, a double click on the rest of their inventory directly brings you to your magical item storage.

In both cases, your Commander needs to be in a province with a laboratory; you will only be able to transfer gems and magical items between commanders otherwise.
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  #18  
Old September 12th, 2004, 05:29 AM
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Default Re: A newbie question

Quote:
Alneyan said:
In both cases, your Commander needs to be in a province with a laboratory; you will only be able to transfer gems and magical items between commanders otherwise.

This a major tactic for carrying supply items (work for the whole province, even if on a sneaking unit) and for ferrying gems to mages at the frontline.
You may 'deposit' some gems on one of the sneaking food carriers, so the mages don't use them all up in one turn. (They are much less prone to this with the latest Versions of Dom2, though)
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  #19  
Old September 14th, 2004, 02:43 PM

Ironhawk Ironhawk is offline
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Default Re: A newbie question

lilu, dunno if this is what you are doing but a big hurdle for me (in terms of MicroManagement) when I first started playing was that I built units in *every* province, *every* turn. By doing this I thought I was "maximizing production" or something. But the truth of the matter is that you should be building almost exclusively from your forts. National troops are superior to indy troops (those available in conquered independent provinces) in almost every case. There are of course exceptions to this, most notably that some indy mages will give you access to magic paths, but in general it holds.
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