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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2009
Location: Sydney, Australia
Posts: 249
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As for Fire Bolt vs. Psionic Blast, well, let's look at the definitions: Fire Bolt: Chaos. Instant Combat. Casting Cost: 5+ mana. Common. Shoots a searing bolt of flames at one figure in a target unit. The strength of the fire bolt and the damage it can inflict depends on the amount of magic power pumped into the spell. A fire bolt has a base strength of five; each additional point of mana spent on the spell increases its strength by one. Psionic Blast: Sorcery. Instant Combat. Casting Cost: 10+ mana. Common. Targets a unit with an intensely damaging stream of mental energy. This strength five non-corporeal attack can be increased in strength by one per every two extra mana points spent on the spell. So, they are both strenght 5 attacks. My first thought was that with chaos magic being more combat orientated than sorcery, chaos combat spell should be cheaper than sorcery combat spell of the same strenght. Sounds logical? Maybe. Next thing you can notice is that Fire Bolt attacks only one figure in target unit, while Psionic Blast targets the whole unit. Does that meant that if you attack a unit of pikemen (9 figures) with Fire Bolt you can kill only one figure no matter how much extra power you use? While at the same time Psionic Blast can kill the whole unit? That would easily explain difference in the cost, but I'm sure you've noticed that it's not the case in the game - both spells are capable of killing more figures of a unit. Which bings us back to those spell mechanics that we don't know. Maybe Fire Bolt does attack a single figure with whole its strenght and if that figure dies and the spell has some strenght left, it moves to attack the next figure until the spell strenght is spent. That would explain why increasing spell strenght can kill more figures in a unit. On the other hand maybe Psionic Blast attacks all figures in the unit with strenght 5 and every figure then attepmts to resist, so those that fail die (in case of single health point units). That could explain why casted with the same strenght Fire Bolt causes less damage and therefore costs less skill/mana to cast. But that would also mean that this only matters when both spells are used against units with more then one figure and in your example of the Demon, it's obviously not the case. Btw, those are just my theories. Maybe I hit the nail on the head with one of them or maybe they all are wrong Quote:
1. The bonus does exist but it's too small to affect your cities at this stage. For example, if it's 5% per every city connected by road to your one, then with your tax money of like 8gp in that city, you'll get only 0.4 extra gold. It won't show anywhere and if that rounding down principle works here too, it won't show untill your tax earnings are 20gp. 2. Maybe the bonus is applicable only if the city production is set on 'Trading Goods'. It doesn't say that in manual of course, but it would be logical. But, it's something you can easily check providing you still have the saves. 3. Like you said, maybe they just forgot to implement the rule in the game. Wouldn't be the first game with something like that happening Btw, now that you mentioned races, which race do you normally play with? I played mosty with High Elves (quick acess to Longbowmen which rock and every citizen generating extra power) or Nomads (Horsebowman compensate less figures with fast movement and decent melee and rangers have pathfinding, though you need to develop your city a bit to get them). In only game I played as Myrran, I've chosen Dwarves cause I like them as a race from some different settings. I also wanted to have a game with halflings to benefit from their food production early in the game and be able to field more units and lizardmen - their javelliners seem quite decent and the ability to walk on water is useful for shortcuts. I also wanted to try some other Myrran races, but on Hard level there are traits I prefer to spend points on and on lower levels it's not much of a challenge anyway. But some races seem to have too many restrictions and no obvious benefits. Like Klackon have lower unrest, but it's only effective if you are settle orientated player - personally I prefer conquest. And like you said, their pop has a really low growth so settling cities would be a painful process. Orcs seem to be 'Jacks-of-all-trade' which of course means masters-of-none. Quite a dull race in this game, at least imo. Gnoll on the other hand are tough and wolf riders are a great unit but that's where it ends. I'd rather choose some other race and hope there will be a gnoll city somewhere around to conquer than play with gnolls. High Men are similar to Orcs, except that their cities grow more quickly which makes them preferable, but again no obvious benefits. So, what are your thoughts? EDIT: kyrubb obviously replied during me writing this reply, so for everything he has explained, feel free to ignore my theories
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![]() Last edited by Pex; 06-05-2010 at 01:06 AM. |
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