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Old 22-06-2006, 09:47 AM   #281
another_guest
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For Adamantium & Mithril mines I thought your city had to be located ON the same square, whereas for food, gold, silver, ores, etc it's enough to be within the 1-2 blocks range described by Scatty
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Old 22-06-2006, 04:58 PM   #282
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<div class='quotetop'>QUOTE(another_guest @ Jun 22 2006, 09:47 AM) [snapback]238708[/snapback]</div>
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For Adamantium & Mithril mines I thought your city had to be located ON the same square, whereas for food, gold, silver, ores, etc it's enough to be within the 1-2 blocks range described by Scatty
[/b]
No, they can be all located within the city's reach area and bring bonuses, only that for getting weapon bonuses from adamantium and mithril mines you need that alchemist's guild to be built. Otherwise they only bring bonuses to the magic, which are increased through building the mountaineer's guild just like the other mineral bonuses like gold or diamonds.
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Old 23-06-2006, 02:05 AM   #283
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may be your sorcerer person. Some of them are alchemists or something like that, so they can do the direct resource thing without a guild.
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Old 23-06-2006, 12:59 PM   #284
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Ah yes, you mean choosing or finding the Alchemy ability which provides all built units automatically with magic weapons. I never took that ability so far so can't judge if it provides the mithril or adamantium weapons to the built units without the Alchemist's guild.
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Old 27-06-2006, 04:05 AM   #285
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<div class='quotetop'>QUOTE(Scatty @ Jun 23 2006, 12:59 PM) [snapback]239110[/snapback]</div>
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Ah yes, you mean choosing or finding the Alchemy ability which provides all built units automatically with magic weapons. I never took that ability so far so can't judge if it provides the mithril or adamantium weapons to the built units without the Alchemist's guild.
[/b]
No it doesn't. Alchemy just gives all your troops magic weapons (acting like a normal Guild without resource mines). If you want to use the mithril or admantium mines you need to build Aclhemist Guild even if you have the alchemy retort.
                       
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Old 27-06-2006, 04:09 AM   #286
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<div class='quotetop'>QUOTE(Scatty @ Jun 21 2006, 08:31 AM) [snapback]238379[/snapback]</div>
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The difference between magic, and mithril and adamantium weapons is that mithril increases the attack strength by one and adamantium by two besides the +1 chance to hit, while magic weapons don't increase the attack strength.
Once you've built the alchemists guild you can produce units with mithtril and adamantium weapons if the appropriate mines are in the city's cover area which is 2 blocks in each straight direction and 1 block in diagonal directions, I think.
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A minor point is magic weapons like mithril and admantium count as magical, so it bypasses any unit that has weapon immunity. Not that weapon immunity is a big deal, it just raises the unit defense to 10, if it is below that. If the unit already has defense higher than 10, it does nothing else.
                       
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Old 27-06-2006, 05:26 AM   #287
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Well, magic weapons are nice when you encounter those pesky air elementals Air elementals will wipe out your troops but will be slaughtered by a couple of basic berserkers with magic weapons.
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Old 28-06-2006, 03:19 AM   #288
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How i hate these elementals grrrr!!!!
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Old 28-06-2006, 09:05 AM   #289
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I tell you, send some berserkers (or similar units from other races) with magical weapons, and those elementals are finished
But they are surprisingly strong sometimes, really dangerous to bump into.
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Old 28-06-2006, 09:47 PM   #290
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And make sure the berserkers attack the elementals first, only then their high attack strength comes into play, if they're defending when attacked then not their weapon strength counts but the strength of the shields is calculated for the damage they do, and berserkers have 'really' little shields.
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