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  #11  
Old November 6th, 2003, 08:23 PM

Treebeard Treebeard is offline
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Default Re: Life after Death Blessing oddities

IIRC, if a unit kills a unit with death curse, it becomes cursed.

I'll run some tests, but my gut feeling is that allowing HS to turn into TWs wouldn't turn C'tis into a powerhouse. Neither unit is very strong to begin with, and the huge price paid by the desert tomb theme is certainly a problem.


Quote:
Originally posted by Nerfix:
I could say something about the usefullnes of Blood 9 blesssing if would know what "Death Curse" does, but extra Mr and Auto Twist Fate for Astral 9 isn't shabby at all...
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  #12  
Old November 6th, 2003, 08:24 PM

johan osterman johan osterman is offline
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Default Re: Life after Death Blessing oddities

Death curse is quite simply a chance that anyone killing the blessed unit is cursed, MR roll.
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  #13  
Old November 6th, 2003, 08:27 PM

HJ HJ is offline
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Default Re: Life after Death Blessing oddities

Quote:
Originally posted by johan osterman:
If you are Desert tombs it will increse the fear of the tombwyrms by +5 , increasing both the area and making the fear effect more difficult to resist.
So the fear value also increases the area of effect for fear? Didn't know that, thanks.

edit: I guess the minor fear value has the same effect of increasing the area of effect as well?

[ November 06, 2003, 18:30: Message edited by: HJ ]
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  #14  
Old November 6th, 2003, 08:32 PM

johan osterman johan osterman is offline
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Default Re: Life after Death Blessing oddities

Quote:
Originally posted by Treebeard:
IIRC, if a unit kills a unit with death curse, it becomes cursed.

I'll run some tests, but my gut feeling is that allowing HS to turn into TWs wouldn't turn C'tis into a powerhouse. Neither unit is very strong to begin with, and the huge price paid by the desert tomb theme is certainly a problem.

Actually your suggestion would make it less and not more desirable to be desert tombs, since it would mean that a magic score of 9 would give ordinary Ctis access to tombwyrms as well.

I have played Desert Tombs in MP betas and have not felt that they were underpowered.
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  #15  
Old November 6th, 2003, 08:35 PM
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Nerfix Nerfix is offline
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Default Re: Life after Death Blessing oddities

How about Tombwyrms from 9 Death Sacred Serpents for DT C'tis and "just" dead Sacred Serpents for C'tis?
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  #16  
Old November 6th, 2003, 08:35 PM

johan osterman johan osterman is offline
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Default Re: Life after Death Blessing oddities

Quote:
Originally posted by HJ:
quote:
Originally posted by johan osterman:
If you are Desert tombs it will increse the fear of the tombwyrms by +5 , increasing both the area and making the fear effect more difficult to resist.
So the fear value also increases the area of effect for fear? Didn't know that, thanks.

edit: I guess the minor fear value has the same effect of increasing the area of effect as well?

Yes, and every full five makes the morale roll 1 more difficult. Fear 0 is area 5 no morale mod. so a critter with fear 15 has area 20 -3 fear mod. A death mage with 1 death, area 1 morale mod -1. The fear roll works like morale in battles, which means I am not entirely clear about the details, but squad size average morale etc will factor in if squad flees or not.
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  #17  
Old November 6th, 2003, 08:39 PM

HJ HJ is offline
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Default Re: Life after Death Blessing oddities

Quote:
Originally posted by johan osterman:
Yes, and every full five makes the morale roll 1 more difficult. Fear 0 is area 5 no morale mod. so a critter with fear 15 has area 20 -3 fear mod. A death mage with 1 death, area 1 morale mod -1. The fear roll works like morale in battles, which means I am not entirely clear about the details, but squad size average morale etc will factor in if squad flees or not.
And the area is the same thing as area effect of the spells and the banner effect, i.e. changes every turn and is erratic, I guess. Thanks once again for the clarification.

edit: I also guess that failing a fear roll means the same thing as failing a morale check when hurt or seeing squad member die.

[ November 06, 2003, 18:43: Message edited by: HJ ]
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  #18  
Old November 7th, 2003, 01:05 AM

licker licker is offline
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Default Re: Life after Death Blessing oddities

Using Miasma I just lost a marshmaster to disease... he was involved in a battle vs. indies, but he had the disease at the start of the battle, just wondering how he could have gotten it, he wasn't cursed or suffering from any other afflictions.

The message that he was lost to disease came up seperately from the battle message, and he didn't die in the battle...

Seems a bit odd to me.

And I didn't ever say that SSs should become TombWyrms, just that it would be nice for them to become 'something'...
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  #19  
Old November 7th, 2003, 01:37 AM

HJ HJ is offline
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Default Re: Life after Death Blessing oddities

Quote:
Originally posted by licker:
Using Miasma I just lost a marshmaster to disease... he was involved in a battle vs. indies, but he had the disease at the start of the battle, just wondering how he could have gotten it, he wasn't cursed or suffering from any other afflictions.
Maybe you can get the disease from battle wounds like all other afflictions? Or maybe it was starving for a short while sometimes earlier? Did he have any other afflictions?

[ November 06, 2003, 23:38: Message edited by: HJ ]
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  #20  
Old November 7th, 2003, 02:04 AM

Keir Maxwell Keir Maxwell is offline
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Default Re: Life after Death Blessing oddities

Quote:
Originally posted by HJ:
quote:
Originally posted by johan osterman:
If you are Desert tombs it will increse the fear of the tombwyrms by +5 , increasing both the area and making the fear effect more difficult to resist.
So the fear value also increases the area of effect for fear? Didn't know that, thanks.

Very interesting. So the Prince of Death with fear (19) has a fear range of 24 and morale -3? With a helm of fear does he make it fear (20) -4 on morale saves.

Unlike many I do not like my pretenders to charge on in and risk afflictions so sitting back and scaring them away while casting spells is very appealing for my idea of a pretender SC. I really must find some time to test out my "The Dark is Rising" Fear race.

As I posted in another thread the Tomb theme enormously improves the approach I like with C'tis. And its so cool!

Johan's point about having played C'tis tomb theme MP carries alot of weight to me. For now we don't have any better experiance to base our judgement on - do we?

I suspect/hope that alot of the differences in strength of races will be more along the lines of it being easier to get a strong race out of say Arco and Pythium and harder out of some of the less rounded races.

Thanks for the info Johan.

Cheers

Keir

[ November 07, 2003, 01:19: Message edited by: Keir Maxwell ]
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