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November 6th, 2003, 08:24 PM
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Captain
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Re: Life after Death Blessing oddities
Death curse is quite simply a chance that anyone killing the blessed unit is cursed, MR roll.
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November 6th, 2003, 08:27 PM
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Second Lieutenant
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Re: Life after Death Blessing oddities
Quote:
Originally posted by johan osterman:
If you are Desert tombs it will increse the fear of the tombwyrms by +5 , increasing both the area and making the fear effect more difficult to resist.
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So the fear value also increases the area of effect for fear? Didn't know that, thanks.
edit: I guess the minor fear value has the same effect of increasing the area of effect as well?
[ November 06, 2003, 18:30: Message edited by: HJ ]
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November 6th, 2003, 08:32 PM
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Captain
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Re: Life after Death Blessing oddities
Quote:
Originally posted by Treebeard:
IIRC, if a unit kills a unit with death curse, it becomes cursed.
I'll run some tests, but my gut feeling is that allowing HS to turn into TWs wouldn't turn C'tis into a powerhouse. Neither unit is very strong to begin with, and the huge price paid by the desert tomb theme is certainly a problem.
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Actually your suggestion would make it less and not more desirable to be desert tombs, since it would mean that a magic score of 9 would give ordinary Ctis access to tombwyrms as well.
I have played Desert Tombs in MP betas and have not felt that they were underpowered.
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November 6th, 2003, 08:35 PM
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Lieutenant General
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Re: Life after Death Blessing oddities
How about Tombwyrms from 9 Death Sacred Serpents for DT C'tis and "just" dead Sacred Serpents for C'tis?
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November 6th, 2003, 08:35 PM
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Captain
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Join Date: Aug 2003
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Re: Life after Death Blessing oddities
Quote:
Originally posted by HJ:
quote: Originally posted by johan osterman:
If you are Desert tombs it will increse the fear of the tombwyrms by +5 , increasing both the area and making the fear effect more difficult to resist.
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So the fear value also increases the area of effect for fear? Didn't know that, thanks.
edit: I guess the minor fear value has the same effect of increasing the area of effect as well? Yes, and every full five makes the morale roll 1 more difficult. Fear 0 is area 5 no morale mod. so a critter with fear 15 has area 20 -3 fear mod. A death mage with 1 death, area 1 morale mod -1. The fear roll works like morale in battles, which means I am not entirely clear about the details, but squad size average morale etc will factor in if squad flees or not.
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November 6th, 2003, 08:39 PM
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Second Lieutenant
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Re: Life after Death Blessing oddities
Quote:
Originally posted by johan osterman:
Yes, and every full five makes the morale roll 1 more difficult. Fear 0 is area 5 no morale mod. so a critter with fear 15 has area 20 -3 fear mod. A death mage with 1 death, area 1 morale mod -1. The fear roll works like morale in battles, which means I am not entirely clear about the details, but squad size average morale etc will factor in if squad flees or not.
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And the area is the same thing as area effect of the spells and the banner effect, i.e. changes every turn and is erratic, I guess. Thanks once again for the clarification.
edit: I also guess that failing a fear roll means the same thing as failing a morale check when hurt or seeing squad member die.
[ November 06, 2003, 18:43: Message edited by: HJ ]
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November 7th, 2003, 01:05 AM
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Captain
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Re: Life after Death Blessing oddities
Using Miasma I just lost a marshmaster to disease... he was involved in a battle vs. indies, but he had the disease at the start of the battle, just wondering how he could have gotten it, he wasn't cursed or suffering from any other afflictions.
The message that he was lost to disease came up seperately from the battle message, and he didn't die in the battle...
Seems a bit odd to me.
And I didn't ever say that SSs should become TombWyrms, just that it would be nice for them to become 'something'...
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