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

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old June 18th, 2009, 10:05 PM
GrudgeBringer's Avatar

GrudgeBringer GrudgeBringer is offline
Lieutenant Colonel
 
Join Date: May 2008
Location: Kansas City, MO
Posts: 1,460
Thanks: 13
Thanked 10 Times in 10 Posts
GrudgeBringer is an unknown quantity at this point
Default Teleporting & Troop movement revised

Sorry, It is 'Boots of the Plane' that I needed to know if it takes the Commander AND troops or just the commander.
Reply With Quote
  #2  
Old June 18th, 2009, 10:14 PM
sansanjuan's Avatar

sansanjuan sansanjuan is offline
Captain
 
Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
sansanjuan is on a distinguished road
Default Re: Teleporting & Troop movement revised

Quote:
Originally Posted by GrudgeBringer View Post
Sorry, It is 'Boots of the Plane' that I needed to know if it takes the Commander AND troops or just the commander.
Good question.

I'm only familiar with "Snakes on a Plane" which takes the commander and most troops.
-ssj
__________________
"I think, therefore I am" - René Descartes

"I yam what I yam" - Popeye

Last edited by sansanjuan; June 18th, 2009 at 10:40 PM..
Reply With Quote
  #3  
Old June 18th, 2009, 10:23 PM

statttis statttis is offline
Sergeant
 
Join Date: Dec 2008
Posts: 200
Thanks: 10
Thanked 10 Times in 6 Posts
statttis is on a distinguished road
Default Re: Teleporting & Troop movement revised

Boot of the plane only teleports the commander wearing them. Gate stone teleports the commander and troops, just like the astral travel spell.
Reply With Quote
  #4  
Old June 18th, 2009, 10:24 PM
GrudgeBringer's Avatar

GrudgeBringer GrudgeBringer is offline
Lieutenant Colonel
 
Join Date: May 2008
Location: Kansas City, MO
Posts: 1,460
Thanks: 13
Thanked 10 Times in 10 Posts
GrudgeBringer is an unknown quantity at this point
Default Re: Teleporting & Troop movement revised

Grrrrrrrrrrrrrrrrrrr
Reply With Quote
  #5  
Old June 19th, 2009, 01:48 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: Teleporting & Troop movement revised

Also, Boots of the Planes turns you Ethereal. Quite a nice item even though it can horror mark you slightly.
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
Reply With Quote
  #6  
Old June 19th, 2009, 02:00 PM
Meglobob's Avatar

Meglobob Meglobob is offline
Major General
 
Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
Meglobob is on a distinguished road
Default Re: Teleporting & Troop movement revised

Can't wearing Boots of the Planes eventually cause you to become lost in time and space or am I thinking of something else?
Reply With Quote
  #7  
Old June 19th, 2009, 02:15 PM

Micah Micah is offline
Major
 
Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
Micah is on a distinguished road
Default Re: Teleporting & Troop movement revised

They have a pretty severe horror marking chance actually (the DB says "50" which I assume means 50% chance per turn?) Though a couple of marks isn't a big deal to most SCs unless they get really bad rolls on the horror checks and end up with a Doom Horror. They also have a slight chance of lost in time and space, but I don't think it's cumulative, so it depends what you mean by "eventually."

Anything lost in the void without S is pretty much gone for good though, even if they do make it back you'll be stuck between letting them be feebleminded forever or (if you can heal it) making them into a stationary defensive unit as their insanity score will go over 100% pretty quickly, barring a VERY lucky get out of void free roll in the first few turns. Fun fact: feebleminded cancels shattered soul and insanity.
Reply With Quote
  #8  
Old June 19th, 2009, 03:10 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Teleporting & Troop movement revised

Quote:
Originally Posted by Micah View Post
Fun fact: feebleminded cancels shattered soul and insanity.
So if I purposefully mind hunt an astral nation with my astral Tarts and then heal them they'll be just like the old ones?
Reply With Quote
  #9  
Old June 19th, 2009, 04:48 PM

Micah Micah is offline
Major
 
Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
Micah is on a distinguished road
Default Re: Teleporting & Troop movement revised

I suppose I could have worded that more clearly as "negates the effects of..." Edit window is over though, so consider this your clarification. =)
Reply With Quote
  #10  
Old June 19th, 2009, 05:44 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: Teleporting & Troop movement revised

Quote:
Originally Posted by Micah View Post
They have a pretty severe horror marking chance actually (the DB says "50" which I assume means 50% chance per turn?) Though a couple of marks isn't a big deal to most SCs unless they get really bad rolls on the horror checks and end up with a Doom Horror. They also have a slight chance of lost in time and space, but I don't think it's cumulative, so it depends what you mean by "eventually."

Anything lost in the void without S is pretty much gone for good though, even if they do make it back you'll be stuck between letting them be feebleminded forever or (if you can heal it) making them into a stationary defensive unit as their insanity score will go over 100% pretty quickly, barring a VERY lucky get out of void free roll in the first few turns. Fun fact: feebleminded cancels shattered soul and insanity.
After the patch, I do not think they can be considered a *slight* chance of being lost in space and time any more. I have had every unit I have ever put them on go lost in the void in less than 10 turns, and usually less than 4. Additionally the horror mark seems to have gotten vastly stronger.

Previously Ive worn them much of the game - and not gotten horrormarked. Now it seems inevitable.

The rod that gives astral, boots, and Kurgi's gift have gone from being desirable items to being ones I won't use any longer.
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 10:52 PM.


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