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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 76519 times)

CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1635 on: April 22, 2011, 02:58:51 pm »

Well, economically speaking, theres a number of good options. Im sure we havent found the best return on investment yet.

Slavery seems to be pretty cost-effective!

On that note: Iituem, do i need to KNOW slavery to get the bonus? Or is there some sort of hero "Slaver" promo. Cause if there is - Hey Terenos, wanna make a deal?
« Last Edit: April 22, 2011, 03:04:11 pm by CyberGenesis »
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Evil Genius - Round 1 - Concluded
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Planet@War: Starting Soon

Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1636 on: April 22, 2011, 03:02:31 pm »

I know right? Its not quite as good as the theoretical boost from marketplaces though.
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1637 on: April 22, 2011, 03:09:13 pm »

So how do you gain tech anyway CyberGenesis?
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1638 on: April 22, 2011, 03:11:49 pm »

Well if there is a slaver promotion for heroes, I don't yet know it. Yet being of course, the operative term here.
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1639 on: April 22, 2011, 03:13:56 pm »

I think the GM said that you could make units like that at higher slaver levels.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1640 on: April 22, 2011, 03:14:56 pm »

Units at the 2nd tier, that increase the % chance to capture, yes. So it would make sense that theres a hero promotion there as well. Proly also be counted as Support units.
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1641 on: April 22, 2011, 06:25:10 pm »

Oh boy oh boy, I hope we get a turn today.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1642 on: April 22, 2011, 06:32:39 pm »

Likewise. Likewise. It will certainly be interesting.
Well, less so for me. I'm not up to much.
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1643 on: April 22, 2011, 06:39:55 pm »

hum. We are coming right up on Iituems busy time. I am some what excited.
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CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1644 on: April 22, 2011, 06:59:28 pm »

i have a new fluff post to make damnit...i need that turn posted otherwise none of it will be relevant!
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1645 on: April 23, 2011, 04:31:52 am »

Well, economically speaking, theres a number of good options. Im sure we havent found the best return on investment yet.

Slavery seems to be pretty cost-effective!

On that note: Iituem, do i need to KNOW slavery to get the bonus? Or is there some sort of hero "Slaver" promo. Cause if there is - Hey Terenos, wanna make a deal?

The passive bonus to capture requires you to know Slavery I.  Active bonuses are indeed the province of later Slavery promotions.  It's not really spoiling anything, so here's what I have lined up tech-wise for the three tiers of Slavery:

Slavery I:  Slavers building.  Passive capture bonus.

Slavery II:  Slavers unit (active capture bonus).  Slaver Ring building.

Slavery III:  Slavemaster unit (forces wounding of units rather than kills*).  Slave Camp building.  Possibly a Slaver hero promotion.

*This will also be a feature of Diplomacy III.

Edit:  Also, turn later today.  Sorry about the delay.
« Last Edit: April 23, 2011, 04:34:25 am by Iituem »
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1646 on: April 23, 2011, 04:34:20 am »

Hey, your back. I was almost beginning to worry.

Which shows how much I like this game I guess that I would worry about it not updating after only three hours.
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adwarf

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1647 on: April 23, 2011, 04:36:35 am »

  Also, turn later today.  Sorry about the delay.

Yay.
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1648 on: April 23, 2011, 04:54:12 am »

Hey, your back. I was almost beginning to worry.

Which shows how much I like this game I guess that I would worry about it not updating after only three hours.

Honestly I think I may just have set a bad precedent with regard to update times, hah.  Part of the delay has come from coding in secondary attacks and resistance, concealed unit upkeep (for spies) and the trade bonus reductions for split empire.

Quote from: Secondary Attacks & Resistance
Some units (such as imps) have Secondary Attacks.  Secondary Attacks will either be Extraordinary or Mundane.  An imp's flametongue effect or a naga's venom bite count as Extraordinary secondary attacks.  A unit of drilled archers' 'drill' attack or berkserkers' 'thrown weapon' attack count as Mundane secondary attacks.

Mundane secondary attacks are essentially a free attack on the opponent.  They are rolled for as normal attacks, but have to beat the opponent's roll to have an effect (ignoring the usual wound margin rules).  On a success, the rival unit is wounded.  Drilled archers [Archery III] get a free 'drill' attack where they fire an extra volley of arrows before the enemy can close in.

Extraordinary secondary attacks work on a different mechanic; Resistance.  Every unit has Resistance, calculated from the average of its normal attack and defence values but not taking into account troop-specific modifiers.  So even though a javelineer can match an archer on the attack, the javelineer's resistance is 12 (12+12/2) whereas the archer's is 15 (12+18/2).  Units can also have Resistance modifiers (such as zombies, who have a +8 to Resistance).

Secondary Attacks have a certain strength (e.g. the imp's flametongue effect is Strength 2).  When Resistance is checked, a random number is rolled between 1 and the resisting unit's Resistance.  If the roll is equal to or less than the secondary attack's strength, the attack is successful.  Usually this will mean the wounding of the target unit, but other effects may take place with more advanced secondary attacks.

Some units are out-and-out immune to secondary attacks.  Fire immune units cannot be affected by flametongue, undead and poison immune units cannot be affected by venom attacks.

Secondary attacks are calculated before normal battle but after strafing checks.  If your unit is neither ranged nor flying, strafing units (ranged+flying) are immune to their secondary attacks.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1649 on: April 23, 2011, 04:56:37 am »

Slavery

Awww, Slavery 3 for a promo? Damn, was hoping for a bandit way to cap units. Means i need to trade for Slavery 1 though at least, then Slavery 2 to get the units. Sounds good.
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Everything below this line is a distant memory
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Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon
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