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1) If you go on an unusual encounter, your hero's and wizards have risks based on the encounter as well as your battle selection (1-3). I am not looking for percentages, but if you go on an encounter 3 your hero's are at a much greater risk of success as well as death. Normally, most casters go into battle with guarded attack (order 101). With every thing being the same except your caster going at order #139 (instead of 101) do your hero's in the battle (not casters) have a better survival rate due to the total overall battle power of the group? I ask this since my agents seem to survive way more then my group leaders on Unusual encounters.
2) This also ties in to SVC where you need multiple Warlords : A. Have 3 Warlords (note – promotion to Warlord will be more difficult than currently); this is possibly one of the most difficult to get due to the randomness of battles. I can protect casters, but not my leaders, so I am looking for advice here, for the old just attack village idea seems to not be as worth while now (real battles, good luck on Warlords).
3) If I get things like "Armor of Anon" will that protect one hero or all 3 in a group?
4) If I have a Wraith and get a ring of power, does the wraith still cast as a 5th level caster or 6th? If he casts as a 6th, does he get access to 6th level spells with the Ring of Power? Follow up, do rings powers stack?
5) Can you teleport on to a sea zone and what happens if you have no navy, unusual encounter, or population center there?
6) Does having better troops in a group then my kingdom brigades help on Unusual encounters? I am thinking of the Sorcerer and Warlock troops VS Wights on an unusual encounter.
7) Is there any advantage on going on an unusual encounter with a tactical selection based on the strength of your kingdom brigades? I am thinking of elves and Dark elves attacking on a 1, Paladins/Rangers attacking on a 2, and infantry based armies Dwarfs, trolls, ect attacking on a 3?
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(05-08-2015, 04:44 PM)Rogal Wrote: 1) If you go on an unusual encounter, your hero's and wizards have risks based on the encounter as well as your battle selection (1-3). I am not looking for percentages, but if you go on an encounter 3 your hero's are at a much greater risk of success as well as death. Normally, most casters go into battle with guarded attack (order 101). With every thing being the same except your caster going at order #139 (instead of 101) do your hero's in the battle (not casters) have a better survival rate due to the total overall battle power of the group? I ask this since my agents seem to survive way more then my group leaders on Unusual encounters.
2) This also ties in to SVC where you need multiple Warlords : A. Have 3 Warlords (note – promotion to Warlord will be more difficult than currently); this is possibly one of the most difficult to get due to the randomness of battles. I can protect casters, but not my leaders, so I am looking for advice here, for the old just attack village idea seems to not be as worth while now (real battles, good luck on Warlords).
3) If I get things like "Armor of Anon" will that protect one hero or all 3 in a group?
4) If I have a Wraith and get a ring of power, does the wraith still cast as a 5th level caster or 6th? If he casts as a 6th, does he get access to 6th level spells with the Ring of Power? Follow up, do rings powers stack?
5) Can you teleport on to a sea zone and what happens if you have no navy, unusual encounter, or population center there?
6) Does having better troops in a group then my kingdom brigades help on Unusual encounters? I am thinking of the Sorcerer and Warlock troops VS Wights on an unusual encounter.
7) Is there any advantage on going on an unusual encounter with a tactical selection based on the strength of your kingdom brigades? I am thinking of elves and Dark elves attacking on a 1, Paladins/Rangers attacking on a 2, and infantry based armies Dwarfs, trolls, ect attacking on a 3?
1) I believe it is a function of the overall value of your patrol vs. the encounter
2) getting 3 warlords is a now a very difficult accomplishment IMO
3) only the top one
4) Wraith becomes P5 and cast as P5, never had a Wraith with a Ring but I would guess he would become a P6 Ringwraith. Not really sure.
5) No, you get an error report. You can teleport to islands and move patrols through water w/o seapower.
6) No I don't think the Wights come along. that would be nice
7) No, IMO.
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(05-08-2015, 04:44 PM)Rogal Wrote: 1) If you go on an unusual encounter, your hero's and wizards have risks based on the encounter as well as your battle selection (1-3). I am not looking for percentages, but if you go on an encounter 3 your hero's are at a much greater risk of success as well as death. Normally, most casters go into battle with guarded attack (order 101). With every thing being the same except your caster going at order #139 (instead of 101) do your hero's in the battle (not casters) have a better survival rate due to the total overall battle power of the group? I ask this since my agents seem to survive way more then my group leaders on Unusual encounters.
2) This also ties in to SVC where you need multiple Warlords : A. Have 3 Warlords (note – promotion to Warlord will be more difficult than currently); this is possibly one of the most difficult to get due to the randomness of battles. I can protect casters, but not my leaders, so I am looking for advice here, for the old just attack village idea seems to not be as worth while now (real battles, good luck on Warlords).
3) If I get things like "Armor of Anon" will that protect one hero or all 3 in a group?
4) If I have a Wraith and get a ring of power, does the wraith still cast as a 5th level caster or 6th? If he casts as a 6th, does he get access to 6th level spells with the Ring of Power? Follow up, do rings powers stack?
5) Can you teleport on to a sea zone and what happens if you have no navy, unusual encounter, or population center there?
6) Does having better troops in a group then my kingdom brigades help on Unusual encounters? I am thinking of the Sorcerer and Warlock troops VS Wights on an unusual encounter.
7) Is there any advantage on going on an unusual encounter with a tactical selection based on the strength of your kingdom brigades? I am thinking of elves and Dark elves attacking on a 1, Paladins/Rangers attacking on a 2, and infantry based armies Dwarfs, trolls, ect attacking on a 3?
1) I wondered about this as well if your ratio vs the encounter helped vs death rather than just getting enough to clear the encounter. I would never risk a wizard though to find this out.
2) you can move the leaders between groups so your only risking one at a time. also since leader death is based on % loss attacking with higher ratios helps keep them alive and using the shield spell also does as it lowers % loss.
3) only 1 you can move them to other groups though so you are basically raising 1 leader at a time.
4) yes they gain a level as long as they have the ring. and you can stack ring of power with ring of spells.
5) the only way to sort of do this is using an 830 to an inactive group if your capital is in the water. Otherwise you can not land in a sea zone when teleporting even if a PC is there.
6) no but if you have brigades with you then your moral will effect the group portion of your encounter bonus. ie if your kingdom were the SO with 12 point for there troops and you had a 120 moral your troop bonus would add 14 instead of 12.
7) no
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Frost Lord is working on a calculator to help you detrermine your odds of success in an Unusual Sighting, the chance of losing your leaders and wizards, and your chance of earning a promotion. It is ectremely complicated, but will be nice when it is complete. That guy is an Excel genius.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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Thanks all for the responses.
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Can someone tell me or point me in the direction to my question.
If I have an agent level 5 with ring of invisibility on and he attempts to steal a artifact from an unusual sighting. What's his chance of success/death. And if he were to die, what happens to the ring?
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The commands disccription for steal artifact tells you your basic odds. With ring of invis you would be the same as a level 9 agent. If your agent died the ring will goto your capital.
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(05-24-2015, 09:37 PM)Jumpingfist Wrote: The commands disccription for steal artifact tells you your basic odds. With ring of invis you would be the same as a level 9 agent. If your agent died the ring will goto your capital.
I vote high chance of death. JMHO
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Heh. I figured, changed my orders at the last moment. Didn't want to take the risk of agent death.
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