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baboune
August 28th, 2004, 06:02 PM
How does an aquatic creature gets out of the sea and on to land?
Spells? Magic items?

archaeolept
August 28th, 2004, 06:15 PM
amulet of the fish. i think its like A1W1 const 4. can't swear to that since i've never bought one.

Sheap
August 28th, 2004, 06:16 PM
Amulet of the Fish, a contruction 4 miscellaneous item requiring 1 air and 1 water skill to make, will allow the commander that carries it to leave the water.

There's no way to get aquatic non-commanders out of the water, other than by using Gift of Reason and then giving them an Amulet of the Fish.

baboune
August 28th, 2004, 06:19 PM
thx ... no war lobster on land http://forum.shrapnelgames.com/images/smilies/frown.gif (or tough to do)

Gandalf Parker
August 28th, 2004, 08:02 PM
baboune said:
How does an aquatic creature gets out of the sea and on to land? Spells? Magic items?



You operate with the same limitations that the land people do trying to get into the water.

Magic items can help.

Getting access to provinces which create amphibious units.

rent the mercenarys which are amphibious

Keep in mind that you only have to get ONE province. Just like I tell the landsters who wonder how they will ever take the water. Get ahold of ONE land province. Something with high resources. Build land units in it. Rent land mercenarys there. After that you are a land army.

deccan
August 28th, 2004, 08:18 PM
Yeah but landsters find it hard to take sea provinces because all they can build in it are crappy tritons and they can't build forts underwater. So just taking one sea province isn't all that useful.

Arryn
August 28th, 2004, 08:46 PM
deccan said:
Yeah but landsters find it hard to take sea provinces because all they can build in it are crappy tritons and they can't build forts underwater. So just taking one sea province isn't all that useful.

The L7 Conjuration spell Living Castle (N4W1) creates an underwater fortress. I point this out to you because landlubbers *can* create underwater forts. It just requires powerful, expensive magic.

Gandalf Parker
August 28th, 2004, 09:26 PM
Why would a land nation want a fort underwater?

But eventually you can build enough tritons to take another province, then another, then another. Thats what I meant by only needing to worry about getting one.

Same with water getting onto land. Amphibs dont tend to fight all that well so you might need twice as many to get your foothold. But you get one, then use it to build a land army.

Arryn
August 28th, 2004, 09:35 PM
Gandalf Parker said:
Why would a land nation want a fort underwater?

Beats me. There's really not much use for them. Water provinces have poor resources, and tritons fly, so the defensive aspects of the forts are almost nil once the walls have been breached, which is easy to do.

archaeolept
August 28th, 2004, 09:39 PM
sometimes you find very valuable sites underwater. I had one such recently worth 11 gems/turn.

also, in order to "castle" and dominion push.

The Panther
August 28th, 2004, 09:43 PM
I think she meant resources for building troops, not magic sites.

But underwater forts are good for a temple, lab, and dominion push.

Gandalf Parker
August 28th, 2004, 11:01 PM
Arryn said:

Gandalf Parker said:
Why would a land nation want a fort underwater?

Beats me. There's really not much use for them. Water provinces have poor resources, and tritons fly, so the defensive aspects of the forts are almost nil once the walls have been breached, which is easy to do.



It was also abit of a bait question. Ive seen people who seem to play with almost no indept troops. They want to build castles in order to keep moving along with armies of national troops only. I wasnt sure if they realised that even if you had an underwater castle, you can make national troops but they drown right away. http://forum.shrapnelgames.com/images/smilies/happy.gif

Tuna
August 29th, 2004, 01:05 AM
Gandalf Parker said:
Why would a land nation want a fort underwater?




Caelum that builds an underwater fort and relocates all his mages there gets full protection vs all overland spells quite cheaply. Very efficient in the very late game, as you can place all your clams there. Should someone try sieging it you can always break the siege with some mages/chaff.

Sheap
August 29th, 2004, 05:44 AM
This tactic is of course not only available to Caelum, Ermor and Pythium can do it just as well (Ermor even better, because their troops are almost all amphibious, and they are cold immune like Caelum). But in reality dome spells are a better defense than being in the water.