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JayThomas
March 3rd, 2007, 12:35 PM
I understand from the manual that when the giants deviate from their cold scale (through choice or dominion) this effects their combat abilities.

I've been taking 2 hot while playing Marverni and other than the penalty to supply and income, I've noticed no ill effects on combat ability.

Is this right?

Edi
March 3rd, 2007, 12:50 PM
Have you checked the units' encumbrance in provinces with Heat 2? They could have increased encumbrance, and will certainly have in Heat 3 provinces.

As for the weakened abilities etc, some nations have units whose armor is affected by the heat/cold scale so that their armor has its nominal value in heat/cold 0 and improves by X for each cold scale and decreases by X for each heat scale. This property of a unit is known as icearmor. Niefel Giants and Niefel Jarls and many Caelian and late era Atlantis units have it, making them substantially tougher in cold provinces.

Some units also have increased other abilities depending on heat/cold. The Abysian lava warriors are one example, iirc, and the Abysian hero Rago the Rage Lord has increased attack and defense in hot provinces.

Edi

Gandalf Parker
March 3rd, 2007, 02:54 PM
Sometimes on larger maps Ive taken a hit on temp for a nation that doesnt usually like it. I do it just to get the points. Then I count on most of my combats taking place outside of my strong domain.

Shovah32
March 3rd, 2007, 03:01 PM
Also, remember that with the exception of a few nations/units enemy armies will also be affected by heat so taking heat1 or 2 for points may not be too bad an idea, even more so if you have low enc troops(i suggest heat rather than cold because, iirc, more enemies are likely to benefit from your cold than your heat)

Teraswaerto
March 3rd, 2007, 03:25 PM
If a nation has heat or cold preference, I'll usually take 3 heat/cold, as provinces don't have 3 temperature most of the time no matter what.

JayThomas
March 3rd, 2007, 10:58 PM
I happened to have three identical units (Marverni) in different areas, each with none, one then two heat values.

The encumberence was the same for each unit. Although it would make sense that encumberence should be effected, I'm not seeing it.

Nor am I seeing an effect anywhere else.

Vicious Love
March 4th, 2007, 12:45 AM
Pretty sure temperature only directly affects warm-blooded units at heat/cold 3. The levels in between affect income and supply, ice armor, heat and chill auras, and all sortsa spells, but do not increase warm-blooded units' encumbrance.

JayThomas
March 4th, 2007, 01:59 AM
Yes, +3 heat scale produces a +2 penalty to encumberence to human troops.

Thanks.

TwoBits
March 4th, 2007, 04:21 AM
Regarding hot/cold scales, is it true that they have no impact in water provinces?

Edi
March 4th, 2007, 04:32 AM
Yes, it's true. At least it was in Dominions 2 and I have no reason to assume the mechanics were changed.

Cold-blooded creatures suffer encumbrance penalties in heat/cold 0 and colder, i.e. they need heat 1 at the minimum to get no penalties.

It also occurred to me that the mod command #iceprot<bonus> that sets icearmor effects could be used in reverse by applying a negative number to the bonus. So #iceprot -2 would increase armor protection in hot provinces and decrease it in cold provinces.

Edi

Hellboy
March 4th, 2007, 12:35 PM
TwoBits said:
Regarding hot/cold scales, is it true that they have no impact in water provinces?

Edi said:
Yes, it's true. At least it was in Dominions 2 and I have no reason to assume the mechanics were changed.




Wow, this is surprising (well, to me, anyhow). Are you saying it has no impact on anything (including economy?), or just that it has no impact on encumbrance?

Edi
March 4th, 2007, 01:30 PM
No impact on economy or supplies, afaik. This is not mentioned in the manual, but it worked that way in Dom2 and presumably remains so in Dom3. Don't know about encumbrance, it is possible you will get that penalty in the seas.

Edi

Gandalf Parker
March 4th, 2007, 02:29 PM
But be aware that it isnt "water nations" but "water" itself which seems to avoid the affects. So your amphibian units will not only take a hit for being on land, but all of the temperature affects also. That takes a weak unit to barely moving. So unless you can be sure of attacking outside of your dominions and then quickly building land units, you can really force yourself into a corner.

Of course for defensive playing, or larger maps, it can be a useful thing to take harsh temps as a water nation.