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  #1  
Old December 14th, 2003, 06:52 AM

Joonie73 Joonie73 is offline
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Default Urgent Spell Questions

Hi, I am trying to script all my main commanders (instead of letting the computer do it all--which was what I have been doing pretty much) & I had a few urgent questions regarding the descriptions of spells in Dominions II guide:

1. Plus/minus signs:

Do the plus/minus signs on the spell description mean that the value covered increases or decreases along with the caster's spell level? For instance, if Bone Grinding has a Fatigue Cost of 100-, does that mean it will decrease if the mage has higher death magic level than level 7?

2. Fatigue Cost:

I am still confused about this value. First, is it the case that a mage cannot cast a spell over Fatigue Cost of 100, unless his magic level decreases that number? Second, some spells have Fatigue Cost as high as 300-. Who could ever even come close to casting it? Third, how much does each level decrease Fatigue Cost? Is there a formula?

3. Battlefield spells that affect all units, regardless of friend or foe:

Some spells, again for instance Bone Grinding, affects "all units" on the battlefield. Why then cast it, if it hurts your troops as well as enemy troops? Is this an error on the guide or does it really mean what it says?

4. Gem using spells:

Are these worth it? There seems to be too much micromanagement required to constantly re-supply the mages with gems.
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  #2  
Old December 14th, 2003, 07:28 AM
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Teraswaerto Teraswaerto is offline
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Default Re: Urgent Spell Questions

Quote:
Originally posted by Joonie73:
Hi, I am trying to script all my main commanders (instead of letting the computer do it all--which was what I have been doing pretty much) & I had a few urgent questions regarding the descriptions of spells in Dominions II guide:

1. Plus/minus signs:

Do the plus/minus signs on the spell description mean that the value covered increases or decreases along with the caster's spell level? For instance, if Bone Grinding has a Fatigue Cost of 100-, does that mean it will decrease if the mage has higher death magic level than level 7?


Having more than the required magic level reduces fatigue. Spending extra gems also reduces fatigue.

2. Fatigue Cost:

I am still confused about this value. First, is it the case that a mage cannot cast a spell over Fatigue Cost of 100, unless his magic level decreases that number? Second, some spells have Fatigue Cost as high as 300-. Who could ever even come close to casting it? Third, how much does each level decrease Fatigue Cost? Is there a formula?


I think a mage can cast a spell with fatigue cost of 200 without extra magic (if he doesn't have encumbrance) he just passes out after doing it. Not 100% sure though. For fatigue levels above 200 you need to have much higher skill than is reguired, and probably spend extra gems at it too.

3. Battlefield spells that affect all units, regardless of friend or foe:

Some spells, again for instance Bone Grinding, affects "all units" on the battlefield. Why then cast it, if it hurts your troops as well as enemy troops? Is this an error on the guide or does it really mean what it says?


Yeah it hurts everyone. You pretty much would want to have an all undead army to be casting it. Or all fire resistant army for Heat from Hell, and so forth.

4. Gem using spells:

Are these worth it? There seems to be too much micromanagement required to constantly re-supply the mages with gems.
They can be really devastating, wiping out whole armies basically, so I'd say they're worth it. But it's up to you whether you want to spend time mucking about with the gems.

[ December 14, 2003, 05:30: Message edited by: Teraswaerto ]
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  #3  
Old December 14th, 2003, 07:35 AM

HJ HJ is offline
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Default Re: Urgent Spell Questions

1. Yes. Or he can use an extra gem(s).

2. No, he can cast 100, but he'll pass out right away. Anything above requires either higher skill or extra gems to boost magic level if you don't want him to pass out. It's {[listed fatigue/(magic level over required+1)]+spell casting enc}.

3. Yes. Use units that are not affected/have wards/sucide mage missions or at your own risk.

4. It's a lot of micromanagement, true, and I personally avoid it if I can because of that very same reason. They are usually very potent though.
The worst thing is that labs are usually far away, so once you cast them it's hard to reload gems to be able to cast them again. I'd love to hear suggestions about how to facilitate the micromanagement process. I already figured out carrying reserve gems on nonmage commanders, but any input would be appreciated.

[ December 14, 2003, 05:41: Message edited by: HJ ]
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Old December 14th, 2003, 10:33 AM

Catquiet Catquiet is offline
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Default Re: Urgent Spell Questions

Quote:
Originally posted by HJ:
The worst thing is that labs are usually far away, so once you cast them it's hard to reload gems to be able to cast them again. I'd love to hear suggestions about how to facilitate the micromanagement process. I already figured out carrying reserve gems on nonmage commanders, but any input would be appreciated.
Just adding a couple comments for the newbies.

1. Call of Winds is a cheap way to get a flying commander to ferry gems around.

2. Put the reserve gems on a scout and have him sneak. That way you won't accidently lose your reserve gems in a fight.
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Old December 14th, 2003, 01:21 PM

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Default Re: Urgent Spell Questions

Quote:
1. Call of Winds is a cheap way to get a flying commander to ferry gems around.

2. Put the reserve gems on a scout and have him sneak. That way you won't accidently lose your reserve gems in a fight.
Going hand in hand with this. Don't carry your "gem hauler" around in the same province as your primary armies unless you feel relatively safe with alot of commanders (I'd say 5-6 at the minimum, which you should regardless for anti-assassination/artillery spells). Use your hauler to resupply then either A.) If he's a scout; leave him there so he can take a artillery/assassination hit or B.) Get your Hawk or Harpy or something quick moving (sometimes properly equipped scouts, though you can make new ones at a lab for cheap) back to a lab for refill.

I do a similiar type of action with magic items I use for map movement (sea/air travel and such to jump over a lake or attack from an less protected flank). Fly in the appropriate items, move your troops then fly them out when they are not needed. Though this can be risky on scouts if they get assassinated.
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Old December 14th, 2003, 08:28 PM
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Default Re: Urgent Spell Questions

Quite a few of the nicer protection / support spells require gems, too -- elemental wards, Warriors of Foo, Wind Guide, the spell that mistforms your entire army, etc. Many are indeed very useful.
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Old December 15th, 2003, 02:03 AM

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Default Re: Urgent Spell Questions

Quote:
Originally posted by Joonie73:
4. Gem using spells:

Are these worth it? There seems to be too much micromanagement required to constantly re-supply the mages with gems.
Definitively worth it. Its the difference between casting a fireball and casting a firestorm.
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