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BigJMoney
September 19th, 2006, 01:09 PM
I would like to know if having troops under your blood mage helps with blood hunting.

=$= Big J Money =$=

Graeme Dice
September 19th, 2006, 01:22 PM
BigJMoney said:
I would like to know if having troops under your blood mage helps with blood hunting.



It doesn't. The chance of a successful blood hunt are dependent on the population of the province, the unrest level in the province, the blood magic level of the searcher, and whether the searcher is holding a dousing rod.

The chance of a successful hunt is determined by a series of checks.
A random number between 1 and 5,000 is compared to the population of the province. If the number is higher than the population, the blood hunting fails.
A random number between 1 and 100 is compared to the unrest level of the province. If it is lower than the unrest, the hunt fails.
The chance of a commander successfully completing a hunt if these previous two tests are successful is determined by (0.1 + B*0.4)*100% where B is the current blood magic skill level of the searcher. A dousing rod adds one to the blood magic skill level for blood hunting only if the mage already has a blood magic level.

Frostmourne27
September 19th, 2006, 08:32 PM
Graeme Dice said:
...
A random number between 1 and 100 is compared to the unrest level of the province. If it is lower than the unrest, the hunt fails.
...



Are you sure about this part? I am almost positive that blood hunting still works with more than 100 unrest, though not very well. Also, how is the number of slaves determined?

Wish
September 19th, 2006, 08:51 PM
# of slaves is relatively random, but goes up with blood levels or blood hunting bonus (such as that provided by the sanguine dousing rod)

and yes you can get slaves with more than 100 unrest, but it aint easy.

Wick
September 19th, 2006, 10:01 PM
The first post giving the formula seems to be Graeme Dice's in 11/19/00:
"The chance of successfully finding slaves is 10% + 40%*blood. A 1d5000 must be less than the population of the province, and a 1d400 must be greater than the unrest level in the province. A Sanguine Dousing Rod adds 1 to the level when blood hunting. The number of slaves captured
is d6(oe)+blood. "

Jack Simth
September 19th, 2006, 10:06 PM
Not directly. However, someone else patrolling reduces unrest, and that increases the probability of successful bloodhunting, and troops under a patroller's command increase the effectiveness of reducing unrest via patrolling.

Graeme Dice
September 19th, 2006, 11:11 PM
Frostmourne27 said:
Are you sure about this part? I am almost positive that blood hunting still works with more than 100 unrest, though not very well. Also, how is the number of slaves determined?



Sorry, it's actually a number between 1 and 400 as someone else has pointed out. If I remember correctly, the number of slaves is 1d6oe+B, where oe refers to open ended dice and B is the blood magic level of the searcher.

Frostmourne27
September 23rd, 2006, 02:39 AM
Ahh, that seems right... On a similar note: (I'm thinking CB here), what has a blood hunt bonus? I know fountains of blood do, and I thik some abysian warlocks do, are there anyother blood bonus units?

BigJMoney
September 23rd, 2006, 05:50 PM
I don't think so. Searching through the CB mod, the only units with added inherent douse bonuses are the Great Warlock and the Fountain of Blood.

=$=

Frostmourne27
September 23rd, 2006, 07:02 PM
Thanks, pity that nothing mictlani does, but w/e, they're good enough already...