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  #1  
Old November 4th, 2003, 12:40 PM

Jasper Jasper is offline
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Default Re: Niefelheim, bless and the outrageous

Quote:
Originally posted by Keir Maxwell:
Wondering what the air 9 is for? Orb lightning? Air bless effects arn't exactly inspiring but I guess with quickness Orb lightning could be worth it.
[/QB]
You're implying that this defends against spells? I thought it was only missiles... If so, which spells are covered? All? Anything with < 100 precision? Anything with a trajectory like a missile?
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  #2  
Old November 4th, 2003, 03:47 PM

Wendigo Wendigo is offline
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Default Re: Niefelheim, bless and the outrageous

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Originally posted by Jasper:
There are sites that could do this; did you rule them out?
I doubt this was the case, as I am talking about the capitol with no hidden sites supposedly.

Unless we have some sites in Dom II that work as temples influencing neighbouring provinces??

A Heat+1 scale in a Niefelheim cold+3 capitol in Autumn is silly IMO.

Can provide IW with the savegame if required.
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Old November 4th, 2003, 04:32 PM

johan osterman johan osterman is offline
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Default Re: Niefelheim, bless and the outrageous

Quote:
Originally posted by Wendigo:
quote:
Originally posted by Jasper:
There are sites that could do this; did you rule them out?
I doubt this was the case, as I am talking about the capitol with no hidden sites supposedly.

Unless we have some sites in Dom II that work as temples influencing neighbouring provinces??

A Heat+1 scale in a Niefelheim cold+3 capitol in Autumn is silly IMO.

Can provide IW with the savegame if required.

It sounds like it is a bug, the only other thing I can think of is if you were neighbouring a desert sun dominion.

Edit: Actually when I think about it it might be the seasons if you have a weak dominion. Every spring or summer turn the scales try to shift towards warmer, every autumn or winter towards colder. If you have astrong dominion you will not notice this as much, but if you do have a weak dominion in a province it could theoretically shift 6 turns in a row.

[ November 04, 2003, 14:54: Message edited by: johan osterman ]
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  #4  
Old November 4th, 2003, 07:13 PM
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Taqwus Taqwus is offline
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Default Re: Niefelheim, bless and the outrageous

Quote:
Originally posted by Jasper:
quote:
Originally posted by Keir Maxwell:
Wondering what the air 9 is for? Orb lightning? Air bless effects arn't exactly inspiring but I guess with quickness Orb lightning could be worth it.
You're implying that this defends against spells? I thought it was only missiles... If so, which spells are covered? All? Anything with < 100 precision? Anything with a trajectory like a missile? [/QB]
I think he meant offensively -- as in quickness + very high air magic = the ability to rapidly toss large amounts of high-precision lightning on the battlefield.
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Old November 4th, 2003, 07:22 PM
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Default Re: Niefelheim, bless and the outrageous

As for tough sacred units to bless, while they're not Jotunheim / Niefelheim, the concept of Ulm Black Templars or Machakan Black Hunters with flaming weapons (lance, spear... do the fangs and hooves flame as well?) seems spiffy to me. They're high-prot (Templars have a base of 24, Hunters 22 if memory serves; could go Earth 9 for +4), fast because of their mounts, decently skilled, and have rather good HP considering that they're human.

Abysian Lava Warriors boosted by Blood 9 seems a touch in theme and get very impressive strength when combined with berserk (flagellants on steroids?) but their defense is, well, abysmal.
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Old November 5th, 2003, 01:19 AM

Psitticine Psitticine is offline
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Default Re: Niefelheim, bless and the outrageous

Quote:
Originally posted by Keir Maxwell:
If I hear that Dominions has grown into a expansionist gaming corporation who has a chubby CEO with a goaty I'll start to worry
LOL!
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Old November 5th, 2003, 11:43 AM

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Default Re: Niefelheim, bless and the outrageous

Quote:
Originally posted by Keir Maxwell:
I really rate the water, earth, and nature bless abilites and I'm not writing the others off yet (except perhaps astral and air).
I don't know about air, but I've been having some fun experimenting with a 9 astral, 9 earth pretender for standard Pythium. The luck combined with the +4 protection and reinvigoration makes the humble battle vestals surprisingly resilent. I suspect the same would be true for the independent amazons. (Incidentally, I discovered the bless effect for death is cumulative with inherent fear rather than constant. Nightmares with Fear +4 was amusing.)
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