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  #11  
Old May 1st, 2010, 09:33 AM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Winged monkeys

So the monkeys always need to fight the thug?
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  #12  
Old May 1st, 2010, 04:49 PM

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Default Re: Winged monkeys

Quote:
Originally Posted by Sajuuk View Post
If a thug cannot beat 8 little winged monkeys, how can he beat the pd(maybe plus the mage cast this spell) where he land?——underwater or not, he is doomed...

But drown a thug who is stand beside water province with wind ride might be an interesting idea.....
Ah yeah, it probably was wind ride as the thug in question was pretty strongly equipped and I thought he had magic. I can't remember much more than being pretty much wtf for my thug drowning suddenly.
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  #13  
Old May 1st, 2010, 07:03 PM

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Default Re: Winged monkeys

virtually the only thing to do with wind ride, afaic.
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  #14  
Old May 4th, 2010, 05:30 AM

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Default Re: Winged monkeys

the monkeys always fight the target commander to determine if he gets transported at all.

They usually have a pretty good chance of winning since they are size-1 flyers with an 11-attack sleep touch and there's 8 of them.
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  #15  
Old May 4th, 2010, 01:21 PM

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Default Re: Winged monkeys

One thing to note is that the monkeys have very low morale (7). This turns out to be a big issue because there's a very high chance that a single one of them dying with cause the rest to rout. However, they do have high defense (15), so they should be reasonably effective against stuff with low attack (and low magic resistance).
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  #16  
Old May 4th, 2010, 01:33 PM
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Default Re: Winged monkeys

Curious if they were themed from the wizard of oz...
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  #17  
Old May 4th, 2010, 02:05 PM
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Default Re: Winged monkeys

I like spells like these to draw experienced and equiped commanders away from their armies to drop them in amoung lots of mages with charm or hellbind. Nice gains. In some cases some very nice commanders that I dont have the ability to make. And of course the advantage of them leaving their army behind with no leader. Easy to rout if you can get someone there to attack them.
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  #18  
Old May 5th, 2010, 08:30 AM
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Default Re: Winged monkeys

Quote:
Originally Posted by Sajuuk View Post
The wind ride moves the commander one province randomly, dealing damage that is enough to kill a human commander/mage, and those who survive the fall shall attack the province(if that province is not yours), and size 6 commander seems cannot be moved.
Does this description comes from actual practice? At least some time ago Wind ride brought commander (friend or foe) to the province with casting mage. Only if it was under some Dome commander was (iirc) rebounded int one of the neighboring provinces... :?
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  #19  
Old May 5th, 2010, 11:13 AM

Sajuuk Sajuuk is offline
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Default Re: Winged monkeys

Quote:
Originally Posted by Wrana View Post
Quote:
Originally Posted by Sajuuk View Post
The wind ride moves the commander one province randomly, dealing damage that is enough to kill a human commander/mage, and those who survive the fall shall attack the province(if that province is not yours), and size 6 commander seems cannot be moved.
Does this description comes from actual practice? At least some time ago Wind ride brought commander (friend or foe) to the province with casting mage. Only if it was under some Dome commander was (iirc) rebounded int one of the neighboring provinces... :?
My tests are based on version 3.24, so I don't know if there are any differences on earlier version. But I think when dome works, it will just negate the spell and left teleporter unmoved
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  #20  
Old May 7th, 2010, 10:21 AM
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Default Re: Winged monkeys

Quote:
Originally Posted by Sajuuk View Post
My tests are based on version 3.24, so I don't know if there are any differences on earlier version. But I think when dome works, it will just negate the spell and left teleporter unmoved
I asked more about Wind Ride itself. This is more generally interesting than the case with domes.
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