.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #31  
Old March 20th, 2010, 05:01 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: werewolfing item..

Quote:
Originally Posted by Fantomen View Post
You lose research bonus with transformation too then?
Yeah. Researchbonus is an ability of a unit, just like flying, sacred and the like.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
Reply With Quote
  #32  
Old March 20th, 2010, 09:01 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: werewolfing item..

Quote:
Originally Posted by Fantomen View Post
You lose research bonus with transformation too then?
Yes, since it is an intrinsic property of the monster type, as opposed to a property of the individual unit (which is what the realized magic picks are).
Reply With Quote
  #33  
Old March 23rd, 2010, 04:49 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: werewolfing item..

interesting. so by extension units that get a research penalty
(shinuyama, machaka, Yomi) among others .. could reverse their research penalties.....interesting.

Hmmm.. theoretically you could also use it to fix old age problems...
I wonder what unit has the biggest research penalty....
Reply With Quote
  #34  
Old March 23rd, 2010, 04:54 PM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: werewolfing item..

Quote:
Originally Posted by chrispedersen View Post
I wonder what unit has the biggest research penalty....
That would be Dai Oni, with -5 (per Edi's DB.)
__________________
A nation mod I created:
Mistica: A Magocratic Police State
Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
Reply With Quote
  #35  
Old March 23rd, 2010, 05:21 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: werewolfing item..

Yeah that would have been my guess as well.
Still at 500 gp ish.. I wonder if they become effective...

Very interesting...
Reply With Quote
  #36  
Old March 23rd, 2010, 06:05 PM
Makinus's Avatar

Makinus Makinus is offline
First Lieutenant
 
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
Makinus is on a distinguished road
Default Re: werewolfing item..

And how many turns (on average) a unit with werewolf amulet takes to become a werewolf?
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
Reply With Quote
  #37  
Old March 23rd, 2010, 08:18 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: werewolfing item..

hmm... I wonder if the dai oni's have 3 slots...
give the oni 3 items, slave collar in last.. when he becomes a werewolf, item returns to the lab...?

could give him a fever fetish too....
Reply With Quote
  #38  
Old March 24th, 2010, 08:33 AM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: werewolfing item..

Quote:
Originally Posted by Makinus View Post
And how many turns (on average) a unit with werewolf amulet takes to become a werewolf?
Not sure about average, but they have to fail a MR check. I have a Sidhe Lord thug (Eiru) in a game that picked one up during initial expansion, and hasn't turned yet at the end of year 4. Of course, his MR is base 17.

A Dai Oni with MR 18 would be even less likely to turn. Bane Lords with MR 16 are also pretty unlikely. All this talk about using it to make cost effective research mages is pretty far fetched since mages generally have high MR.

On the other hand, I find that an Indy Commander (MR 10) who happens to pick one up will likely turn within a year or so, give or take.
__________________
A nation mod I created:
Mistica: A Magocratic Police State
Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
Reply With Quote
  #39  
Old March 24th, 2010, 03:20 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: werewolfing item..

hence my question about the # of slots.
Slave collar gives -5 MR.
Void eye gives -2 MR
Banner of the Northern Star gives -2.
Magic +3 as well.

so if you have 3 slots, and if you reduce down to 2, and if you can recover the slave collar, this looks like a pretty effective way.

Ie., Banner + slave collar + Magic 3 = MR of 8 or less for a lot of units.
Reply With Quote
  #40  
Old March 24th, 2010, 04:02 PM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: werewolfing item..

Quote:
Originally Posted by chrispedersen View Post
hence my question about the # of slots.
Slave collar gives -5 MR.
Void eye gives -2 MR
Banner of the Northern Star gives -2.
Magic +3 as well.

so if you have 3 slots, and if you reduce down to 2, and if you can recover the slave collar, this looks like a pretty effective way.

Ie., Banner + slave collar + Magic 3 = MR of 8 or less for a lot of units.
Ah...sorry, no. Dai Oni have 2 misc slots, not 3. Aside from pretenders and CBM heroes, I think you're pretty much restricted to Ashdod/Hinnom for 3 misc slot mage types.
__________________
A nation mod I created:
Mistica: A Magocratic Police State
Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:14 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.