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Question on usual sighting
#1
Can anyone help me with this unusual encounter? Why did I fail? Need a key? Wrong alignment? Need to pick 1 for strategy?


IT HAD BEEN DECIDED THAT THERE WOULD BE NO PLAN TO RETREAT. AHEAD IS SEEN A POOL OF ORANGE WATER. STANDING BESIDE THE POOL IS A YOUTHFUL APPEARING MALE, STANDING TALL AND ERECT ATTIRED IN MODEST YET RICH APPAREL. CAREFULLY OBSERVING EVERY ACTION OF THE PATROL AS THEY APPROACH. INSTANTLY DISAPPEARED, APPARENTLY STARTLED BY THE BOLDNESS OF THE PATROL.

thanks all

HH
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#2
You found a p2 wizard. You need to try again using a 2. Also make sure you have room in your group.
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#3
(11-12-2014, 03:36 AM)Jumpingfist Wrote: You found a p2 wizard. You need to try again using a 2. Also make sure you have room in your group.

Thanks!
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#4
(11-12-2014, 08:09 AM)Hidden Hex Wrote:
(11-12-2014, 03:36 AM)Jumpingfist Wrote: You found a p2 wizard. You need to try again using a 2. Also make sure you have room in your group.

Thanks!

Also do NOT take a wiz with you to investigate (order 139). The P2 wants to feel "special" and in my game would not join unless there was NO wiz in group in investigating team. But it is ok if you have wiz in group just don't 139 with them and make sure like Jumping said you have one of your three wiz slots open for him to join the group.
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#5
I was wondering if we still had the free wizards. I have looked for them in every game, but no luck thus far.
 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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#6
Another Unusual Sighting question: Do weapon artifacts help your patrol?
-This Khal Drogo, it's said he has a hundred thousand men in his horde
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#7
(11-12-2014, 03:31 PM)Lord Diamond Wrote: I was wondering if we still had the free wizards. I have looked for them in every game, but no luck thus far.

I have found them a couple of times, both with kingdoms that have next to no use for a p2 (e.g. TR). They are out there.
-The Deliverer
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#8
(11-12-2014, 04:52 PM)Drogo Wrote: Another Unusual Sighting question: Do weapon artifacts help your patrol?

I have not seen were it does in a U.S. , nothing in action report. Now with weapon in group vs group or group vs Pc I have seen it.
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#9
(11-12-2014, 05:54 PM)twhitewolf10 Wrote:
(11-12-2014, 04:52 PM)Drogo Wrote: Another Unusual Sighting question: Do weapon artifacts help your patrol?

I have not seen were it does in a U.S. , nothing in action report. Now with weapon in group vs group or group vs Pc I have seen it.

According to the article by Ry-Vor weapon artifacts substantially affect your chances of success. I have found his information to pretty reliable.



When is Discretion the Better Part of Valor?
Oracle 4
Rick McDowell
Sooner or later one or more of your proud groups will encounter something very strange. Not a known adversary, for which you can draw on your experience, like a town's defenses or an enemy army, but something completely unknown. Now, as their ruler, you must decide whether to order your heroic leaders and expensively developed wizards, along with a handful of their best troops, forward into the unfathomable. Here they will be at their greatest risk; each life threatened like a candle in the wind. Perhaps none will return. However, there is also the potential reward to consider for the risks taken. Imagine vast treasures and a powerful artifact! Do you risk their loss, or leave the exploration to those more bold or foolish?
The above may have startled some among you, who may have assumed encounters with the unusual involved little more than stooping to gather gems and magical items. Be forewarned: more than one Power 5 wizard or warlord has met his end in mortal combat with the paranormal. The important point is that any of these unfortunate deaths could have been avoided with better tactics and planning on the part of the king who ordered the mission.
Some unusual sighting may not lead to combat for the patrol dispatched to investigate. Instead, there may be a meeting with a wandering wizard, the discovery of a flock of giant eagles who might be befriended, a riddle or clue to an artifact's location, or a gateway to another world, among other possibilities. The result of these encounters could depend on a number of factors. These factors would include the race of the patrol, its composition (number and levels of heroes and wizards), and the tactical selection chosen for the encounter. These same factors will be important for combat resolved encounters as well, but for different reasons. For example, the wizard might be frightened off by too aggressive an approach, or may choose not to join a group already laden with magical talent. The eagles may allow the Rangers to ride, but not those heavy Giants!
A Peek Inside the Black Box. Normally of greater risk are those encounters which result in deadly combat. First, let's take a look at how the struggle will be decided. When battle is imminent, the patrol will be evaluated for its prowess and this will be compared with that of its foe. The dozen troops in the patrol are assigned a value based on their kingdom and their morale. The strong military powers will enjoy the same sort of advantage they do in other battles. If we assume each veteran has a value of 1, each giant may have a value of, say, 3. Most kingdoms then will range in value somewhere between 1.0 and 1.7 per soldier. The per troop value is multiplied by 12 for the 12 soldiers in the patrol, and further multiplied by the group morale. Next, the value of its heroes is added. Wizards are then added to the total, with a multiplier added to their power level of somewhere between 5 and 10 depending on their kingdom. (Since a Power 2 Warlock wizard knows considerably more magic than a Power 2 Dwarven, he receives a correspondingly higher multiplier.) Thus, a Power 2 will have a value of somewhere between 10 and 20. Finally, if the group is in possession of an artifact which would aid its attack in combat, this will add a significant amount, say 25, to the total. Most, not all, opponents in these encounters will have a value between 50 and 100.
The combat value of the patrol is now compared to that of the foe, to yield a percentage chance of defeating the foe prior to modification for tactical selection. Regardless of the superiority of the patrol, there is always a minimum 5% chance of failure. The tactical modification is important and works as follows. A tactical selection of 1 (Probe) reduces the chance of succeeding by 25% of what it would be normally. (Example: if the chance of success was 70%, a tactical selection of 1 would reduce it to 45%. Conversely, a tactical selection of 3 (Determined Attack) increases the likelihood of overcoming the adversary by 25%.
So why not choose the determined attack always? Here's where the other foot falls. Remember, the tactical selection in combat determines the casualty acceptance level and the level of risk taken. These are your heroes, not your common troops. when you tell them to risk it all to achieve an objective, they don't need much coercion. A tactical selection of 3 increases the net chance of any figure being killed by 50%; a selection of 1 reduces the chance by 50%. Here are two examples. If the chance of success in overcoming the foe before tactical modification was 40%, use of Tac 3 would increase the chance of being slain by 21% over its former level. If the unmodified chance of success was 80%, the increase to fatality probability per leader or wizard under Tac 3 would be 11% over the former level. Equivalent reductions would occur with Tac 1.
In addition, regardless of tactic being used, all heroes and wizards begin with a base chance of being killed in a reconnaissance of unusual sighting that is three times as high as they would in any other type of battle. Thus, if a captain in a group to group combat normally faces a 14% chance of perishing, his base risk is 42% with an unusual sighting. This risk would be modified by the strength of the patrol vs. its opponent from a 70% starting point. Let's assume a patrol whose formula, prior to tactical modification, sows a 80% chance of succeeding. The following shows the modification to both the chance of success in overcoming the foe, and the resultant likelihood of the captain perishing. Shortcutting through formulas we arrive at:
Tactic % Success % Cpt Slain
1 55 19
2 80 38
3 95 57
Each leader and wizard is individually "tested" to determine their survival. Note that each figure adds to the strength of the group and so diminishes the chance of all individuals being killed, since the group is stronger by their presence and so better able to quickly overcome the foe.
What can be learned from this confusing mess? Well, for one, hopefully the above illustrates the detail the computer searches through in determining the outcome of the Order #140 battles. These "Unusual Encounters" battles and sea battles are magnitudes less data-intensive that are group to group battles or population center engagements. We would never attempt to explain the computer's gyrations and acrobatics in an article for these battles.
Second, the player should appreciate the significant risk his figures are at in their quest to recover artifacts. It should be clear that a powerful patrol is much more likely to recover an artifact with fewer losses than is a weak patrol. Third, greater attention should be devoted to tactics in these encounters than might first have been assumed. For example, if a group chances upon an unusual sighting without knowing what may lay within, it might be best to attempt a probe (Tac 1) first, to glean a better insight into the dangers within, rather than risking all for something which might be so little importance to the kingdom. The probe may end up being the best tactic anyway. On the other hand, if the group has a good idea that a particularly useful artifact is within, and speed is of the essence, then a Tac 3 approach may be called for, especially if the patrol is not particularly powerful and so would need the advantage this tactic provides, while accepting the increased risk to its heroes and leaders.
Next time you encounter the unknown, maybe there will be a trace of familiarity after all.
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#10
He also noted specifically the wands would have a greater effect vs US. Not sure that change is in yet though
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