View Full Version : 10 little, 9 little, 8 little mages...
aldin
December 12th, 2003, 06:44 PM
7 little, 6 little, 5 little mages...
SO, how do I defend against the incredibly annoying arrows that keep appearing out of the sky over my laboratory and disrupting my research by slaughtering my researchers?
~Aldin
Teraswaerto
December 12th, 2003, 06:48 PM
Domes, Amulets of Missile Protection, dummy targets (priests, scouts), researchers spread out to multiple provinces. Those come to mind.
December 12th, 2003, 06:49 PM
A.) Put up a Dome of (Insert Path)
B.) Have them wear Amulet/Robes of Missle Protection/Barkskin Amulets/ etc.
C.) Have a bunch of sacrificial commanders hanging out in the same province.
D.) Kill the one(s) casting on you.
aldin
December 12th, 2003, 07:12 PM
Thanks guys! Follow up questions:
Which branch of research are domes in?
Which type of protection is important in defensive items, magic resistance?
What is the gem cost of firing the arrows (is buying scouts really a cost-effective defense)?
~Aldin
Argitoth
December 12th, 2003, 07:17 PM
I have a question. Forest Dome only has a measly 30% chance of stopping a spell. What is so good about a forest dome? It's crap!
Kristoffer O
December 12th, 2003, 07:22 PM
The only Nature Dome.
Lasts until burnt.
Cheap.
Domes are cumulative.
Teraswaerto
December 12th, 2003, 07:50 PM
Originally posted by aldin:
Thanks guys! Follow up questions:
Which branch of research are domes in?
Which type of protection is important in defensive items, magic resistance?
What is the gem cost of firing the arrows (is buying scouts really a cost-effective defense)?
~Aldin <font size="2" face="sans-serif, arial, verdana">Enchantment, and Dome of Corruption is Blood.
Defense against missiles.
4 air gems. It's better than losing researchers each turn.
Argitoth
December 12th, 2003, 10:47 PM
Originally posted by Kristoffer O:
The only Nature Dome.
Lasts until burnt.
Cheap.
Domes are cumulative. <font size="2" face="sans-serif, arial, verdana">So you are saying I can cast forest dome on the same province 4 times and ill have a 120% chance of stopping a spell or a 30% chance of stopping a spell but with 4 checks?
[ December 12, 2003, 20:47: Message edited by: Argitoth ]
LordArioch
December 12th, 2003, 11:22 PM
Believe me, compared to the AI's capability to know exactly where your blood searchers are and cast fires from afar on them, arrows are positively benevolent. Every turn my mages weren't with fodder troops in a province...BAM! Fires from afar.
But most annoying of all fighting the AI is their tendancy to group up and all declare war on you at one time, overrunning you with sheer numbers of indy troops. http://forum.shrapnelgames.com/images/icons/icon9.gif
Still...I like an AI that annoys me like human players would. It's a good thing that it fights back dirty. http://forum.shrapnelgames.com/images/icons/icon12.gif Gotta get revenge on me for abusing SC's against it somehow.
EDIT: Argitoth, I think he means you can cast a forest dome where another different dome is and each has a chance of stopping spells. 30% isn't amazing but every bit helps.
[ December 12, 2003, 21:24: Message edited by: LordArioch ]
Kristoffer O
December 12th, 2003, 11:43 PM
Originally posted by Argitoth:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Kristoffer O:
The only Nature Dome.
Lasts until burnt.
Cheap.
Domes are cumulative. <font size="2" face="sans-serif, arial, verdana">So you are saying I can cast forest dome on the same province 4 times and ill have a 120% chance of stopping a spell or a 30% chance of stopping a spell but with 4 checks? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Same Dome not cumulative.
Combine Domes.
aldin
December 13th, 2003, 12:55 AM
Originally posted by LordArioch:
Believe me, compared to the AI's capability to know exactly where your blood searchers are and cast fires from afar on them, arrows are positively benevolent. Every turn my mages weren't with fodder troops in a province...BAM! Fires from afar.<font size="2" face="sans-serif, arial, verdana">Heh! Me still rookie. Mommy said no blood magic til understand game http://forum.shrapnelgames.com/images/icons/icon12.gif
~Aldin
Whismerhill
December 18th, 2003, 07:55 PM
a great help when it comes to this annoying spell (seeking arrow) is the global enchantment "Gift of Health",
From my experience, the chance the mage die is reduced and then if it got a horrible wound
the chance that it disappear the same turn or the second turn are great !
Note: it's really funny to see the AI cast multiple arrows with little to no effect as my researchers are instantly healed from their wounds http://forum.shrapnelgames.com/images/icons/icon10.gif
aldin
December 18th, 2003, 11:52 PM
Aha! Travelling mercenary magic Users are awesome for Ulmish construction sites! They churn out robes of missle protection for the whole crew http://forum.shrapnelgames.com/images/icons/icon7.gif
Saxon
December 19th, 2003, 10:30 AM
Gift of Health is generally a wonderful spell for Nature mages. Gives your armies a nice boost in hit points, which is lovely in more ways than I can mention. Also, it is on the same tree as Dispel, which is a nice spell to have in your back pocket. I was thinking Last night that it was funny no one had said how wonderful it was and now I see it mentioned by Whismerhill. In my current game, it came at just the right time as I fended off some serious attacks by Pangeia. As they were coming into my dominion, the prophet and combat god were at high hit points and the spell boosted it even higher.
Speaking of which, has anyone else noticed that the god of Fertility (or whatever his name is) looks like a big naked man holding a giant carrot? I quite like it, he appears to smite his enemies with the Carrot of Doom!
PDF
December 19th, 2003, 05:12 PM
Are the Seeking Arrows armor-negating ?
Else a big good heavy armor on the researchers could do the trick (enc isn't a factor for them)
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