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Rapporter et oversættelsesproblem
I don't think you actually 'waste' it, it gets sold / traded for gold, most of my cities can export 2-3 per turn.
Interested what others say, i win my games way before i get around to making items and i have only used mithril to make the Armorsmith units.
Just checked my current game and building a warehouse allows you to store more 1st warehouse raises to 20, 2nd to 40.
Build up warehouses places where you want it to accumulate though, you can't make the higher end items with the storage in one city until you build warehouses or the storage wonder.
Yea I looked around for a while for something like what the warehouse does but never found it, will look closer next time :)
You have hit chances in battle of 5-99. I guess that's %. And you have modifiers like items that add for example 3 to hit. Does that mean 3% to hit? That is so little!
And every lvl adds 1%. At the same time more experienced units are much stronger. Do I miss something here?
I think in theory 3 to hit means 3% more for each figure, so its a bit better than that for units with a lot of figures. But even that doesn't fit what I see happening -- units with just one figure (dragon's for instance) hit a lot more regularly than the expected say 30% per figure would suggest.
I have noticed hitting more often with increases to hit (using the spell Bless for instance) than I'd expect from the description of +1 to hit. I'd be curious to see how its actually computed as well.
Armor makes it an even bigger deal to hit harder and more often. Armor seems to work on a similar system where it'll make a number of rolls at the unit's armor chance, then roll the armor value for the successful armor chances, then flatly subtract the damage from there. With a randomized flat damage reduction, if you want to actually do damage you need to hit harder and more often, or use some sort of armor piercing attacks.
As for modified hit chance for multiple units, melee attacks will increase the hit chance of subsequent attacks later on the same turn. So if you are attacking a tough unit and have a useless summon like a skeleton, hit with the skeleton first before your better units since it'll increase the hit chance of the later attackers.
Going from say 35 armor chance roll (need to roll a 35 or lower on a 100 die) to 50 is huge as it also rolls per figure, per armor blocks. So a 4 figure unit, like a paladin, might have 35 base, 5 blocks, 2-4 armor. That's 5 rolls per figure at 35% which if passes then selects a random number between 2-4, it then adds all the numbers where your armor has triggered to get the damage reduction. You can see it in the combat log, like 2,0,3,4,0 = 9.
Thinking again about that wiki to create...
I was right hitting 1 unit with more units means the units that hit later have a greater hit chance.
However, the surrounding a enemy is wrong, I am probably thinking of the backstabber ability, which does more damage if you have a friendly unit directly opposite on the other side of the enemy.