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  #61  
Old October 7th, 2011, 01:21 AM

Knai Knai is offline
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Default Re: Whoah theres a lot of micro management in this game

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My main issue with it is that if you buy a combat pretender, you only get to use him for a limited time before afflictions and horror marks render him useless (mute/feeble mind even destroys his ability to research or summon).
Horror marks: Can be avoided, if careful.

Afflictions: This is why you want regeneration. One reason anyways, Regen is pretty nice in general.

Limited time: Ignoring the ways around this early, eventually your pretender will be outclassed by something. All it takes is that first Tartarian, and in some cases not even that. However, the provinces you had earlier mean your economy is growing faster, which provides an advantage throughout the game.
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  #62  
Old October 7th, 2011, 11:57 AM

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Default Re: Whoah theres a lot of micro management in this game

How do you avoid horror marks then? I thought theres no way to resist it, other than hoping the AI marks the wrong unit.

Is there any way to deal with unit killing global enchantments if you do not have astral magic to dispell them? Things like call of the wild, the kindly ones, etc. My pretender managed to kill one of kindly ones by luck (spirit helmet lightning bolts), but ended up with 5 afflictions in the process.
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  #63  
Old October 7th, 2011, 12:49 PM
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Default Re: Whoah theres a lot of micro management in this game

Page 87 of your manual tells you all you want to know.
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Bookmark these links:
http://dom3.servegame.com/wiki/
http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
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  #64  
Old October 7th, 2011, 01:57 PM

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Default Re: Whoah theres a lot of micro management in this game

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How do you avoid horror marks then? I thought theres no way to resist it, other than hoping the AI marks the wrong unit.

Is there any way to deal with unit killing global enchantments if you do not have astral magic to dispell them? Things like call of the wild, the kindly ones, etc. My pretender managed to kill one of kindly ones by luck (spirit helmet lightning bolts), but ended up with 5 afflictions in the process.
Horror Mark Avoidance: Hit nations without astral magic with SC pretenders. You need astral 1 to horror mark, which means that several nations simply can't do it. Eventually, they may break into Astral magic from a position of none (which is a pain to do), but not early enough for your pretender to be the big thing you have going for you.

Globals: Overload them with one of your own. Admittedly, its a bit haphazard, but then, if you overload with Gift of Health in particular it can help your units survive longer.
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  #65  
Old October 7th, 2011, 02:09 PM

rdonj rdonj is offline
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Default Re: Whoah theres a lot of micro management in this game

You can also try killing them, that will make them go away.
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  #66  
Old October 8th, 2011, 07:40 PM

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Default Re: Whoah theres a lot of micro management in this game

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You can also try killing them, that will make them go away.
Killing who? If you mean whoever has the capacity to horror mark you, then yes, that does fix that problem, though you won't want to use stuff you don't want horror marked to do it. If you mean killing whatever you has that is horror marked, it doesn't work. Horror mark remains through death, and can't be removed.
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  #67  
Old October 8th, 2011, 08:35 PM

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Default Re: Whoah theres a lot of micro management in this game

I think "killing them" was for globals.

Kill the caster, the global goes away. Often tricky without just destroying the nation.
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  #68  
Old October 9th, 2011, 02:31 AM

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Default Re: Whoah theres a lot of micro management in this game

Yeah, I meant killing the global casters, or for example with the armada you dispel the global if you defeat it in combat.
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  #69  
Old October 9th, 2011, 03:40 AM

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Default Re: Whoah theres a lot of micro management in this game

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I think "killing them" was for globals.

Kill the caster, the global goes away. Often tricky without just destroying the nation.
Depending on the global and the nation, you can sometimes fire off a bunch of remote attack spells and hope you get lucky. For instance, hitting every fortress with a bunch of Mind Hunts can go surprisingly far for a nation with no astral, particularly if you can heal anyone who gets feebleminded. If dealing with a human nation, Earth Attack can go surprisingly far. So on and so forth.
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  #70  
Old October 11th, 2011, 03:27 PM

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Default Re: Whoah theres a lot of micro management in this game

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Page 87 of your manual tells you all you want to know.
how do u know its the 87th page? its enormous! have you read it ALL?
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