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Old September 29th, 2003, 03:22 AM

Psitticine Psitticine is offline
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Default Re: Questions about DOM 1 Demo

'lo! Welcome!

Let's see . . .

First off, there aren't any ships. One of the nations, Vanheim, can cross sea provinces, but the others need to use aquatic troops or water magic.

Many of the units with similiar names are equipped differently. If you check out their weaponry and armor, you'll find that some have (for example) maces and shields while others are equipped with two-handed warhammers.

Temples can be built only by priests, which includes your prophet. Just give them the Construst Building order to put them to work. The usual cost is 200 and it'll take just one turn.

Combat boils down to first a check between the attacker's attack stat (which is often boosted by weaponry) and the defender's defence stat (which, again, is often affected one way or the other by equipment). A random number is generated for each side (something like rolling 2d6, but there's a small but still extant chance of rolling much higher than a 12) and those numbers are added to the attack and defence stats.

If attack is higher, the blow connected. The same comparison process, including the random number generation, is used to compare the attacker's strength with the defender's protection. If the strength is higher, the difference is inflicted as damage to the defender's hitpoints. If protection is higher, the blow bounced off.

If the defender is reduced to 0 hitpoints, he is dead. If he survives, he has a chance of receiving an affliction. The chance is based on how many of his hit points, proportionately, he lost in the attack. The afflictions are normally permanent and include such things as a lost eye or a limp.

The attacker will receive fatigue equal to his encumberence for every blow he makes. Fatigue will slowly lower both attack and defence skills, giving fresher troops the edge, and a high fatigue will give a growing chance that an attacker can slip through the defender's armor and thus half the defender's effective protection for that blow. If a unit hits 100 fatigue, they fall unconscious but begin to recover 5 fatigue per turn until reawakening when below 100 again.

That's it in a nutshell, although there's also repelling attacks to consider. When the defender has a weapon with a longer reach than the attacker, the defender has a chance to repell the attack. If this is the case, the same kind of check is made between the defender's attack skill and the attacker's defence skill, before the attacker's blow is even considered. If it succeeds, the attacker must pass a morale check or abort the attack. If the attacker passes, there is a comparison (again with the random numbers added) between the defender's strength and the attacker's protection. If the defender's adjusted strength is higher than the attacker's adjusted protection, the attacker takes 1 HP of damage.
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